diff options
| -rw-r--r-- | scumm/camera.cpp | 7 | ||||
| -rw-r--r-- | scumm/script_v5.cpp | 16 | 
2 files changed, 6 insertions, 17 deletions
| diff --git a/scumm/camera.cpp b/scumm/camera.cpp index 872cb593ce..a59bd4ec57 100644 --- a/scumm/camera.cpp +++ b/scumm/camera.cpp @@ -367,13 +367,18 @@ void ScummEngine::actorFollowCamera(int act) {  	if (!(_features & GF_NEW_CAMERA)) {  		int old; -		/* mi1 compatibilty */ +// Exactly why is this code needed for Monkey Island 1? +// Seems to be the real cause of lock up at title screen +// in Amiga and PC demo versions. +/* +		// MI1 compatibilty  		if (act == 0) {  			camera._mode = CM_NORMAL;  			camera._follows = 0;  			camera._movingToActor = false;  			return;  		} +*/  		old = camera._follows;  		setCameraFollows(derefActor(act, "actorFollowCamera")); diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp index 3822b01d41..6271d3981c 100644 --- a/scumm/script_v5.cpp +++ b/scumm/script_v5.cpp @@ -1639,22 +1639,6 @@ void ScummEngine_v5::o5_putActorInRoom() {  	a = derefActor(act, "o5_putActorInRoom"); -	// WORKAROUND: Fix for Bug #770710 -	// This fixes conflicting actor usage by two different scripts -	// in MI1 Demo (PC GID_MONKEY_EGA or Amiga GID_MONKEY_VGA). The -	// exit script for the LucasArts logo screen attempts to reset an -	// actor that has already been set up for the next scene by the -	// boot script. The fix cannot be used as a general behavior  -	// because it does cause GFX glitches in other games that try to -	// do legitimate cleanup of actors that are in another room. -	// (The Indy3 "Indy at Donovan's" cutscene, for instance.) -	if (_gameId == GID_MONKEY_EGA || _gameId == GID_MONKEY_VGA) { -		if (room == 0 && a->room != _currentRoom && a->room != room && _currentRoom != room) { -			warning ("o5_putActorInRoom (%d [%d], %d) ignored", act, a->room, room); -			return; -		} -	} -  	if (a->visible && _currentRoom != room && VAR(VAR_TALK_ACTOR) == a->number) {  		clearMsgQueue();  	} | 
