diff options
Diffstat (limited to 'scumm/input.cpp')
-rw-r--r-- | scumm/input.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/scumm/input.cpp b/scumm/input.cpp index 94a5437646..7c6735f959 100644 --- a/scumm/input.cpp +++ b/scumm/input.cpp @@ -258,20 +258,20 @@ void ScummEngine::processKbd(bool smushMode) { } } - if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version > 3) { + if (_leftBtnPressed & msClicked && _rightBtnPressed & msClicked && _version >= 4) { // Pressing both mouse buttons is treated as if you pressed // the cutscene exit key (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing both // mouse buttons also skips the current cutscene. _mouseAndKeyboardStat = 0; _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); - } else if (_rightBtnPressed & msClicked && (_version < 4 && _gameId != GID_LOOM)) { + } else if (_rightBtnPressed & msClicked && (_version <- 3 && _gameId != GID_LOOM)) { // Pressing right mouse button is treated as if you pressed // the cutscene exit key (i.e. ESC in most games). That mimicks // the behaviour of the original engine where pressing right // mouse button also skips the current cutscene. _mouseAndKeyboardStat = 0; - _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); + _lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27; } else if (_leftBtnPressed & msClicked) { _mouseAndKeyboardStat = MBS_LEFT_CLICK; } else if (_rightBtnPressed & msClicked) { @@ -305,11 +305,11 @@ void ScummEngine::processKbd(bool smushMode) { if (_lastKeyHit == KEY_ALL_SKIP) { // Skip cutscene if (smushMode) { - _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); + _lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27; } else if (vm.cutScenePtr[vm.cutSceneStackPointer]) - _lastKeyHit = (uint)VAR(VAR_CUTSCENEEXIT_KEY); + _lastKeyHit = (VAR_CUTSCENEEXIT_KEY != 0xFF) ? (uint)VAR(VAR_CUTSCENEEXIT_KEY) : 27; else // Skip talk if (VAR_TALKSTOP_KEY != 0xFF && _talkDelay > 0) @@ -380,8 +380,7 @@ void ScummEngine::processKbd(bool smushMode) { saveloadkey = VAR(VAR_MAINMENU_KEY); if ((_platform == Common::kPlatformC64 && _gameId == GID_MANIAC && _lastKeyHit == 27) || - ((VAR(VAR_CUTSCENEEXIT_KEY) == 4 || VAR(VAR_CUTSCENEEXIT_KEY) == 64) && _lastKeyHit == 27) || - _lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY)) { + (VAR_CUTSCENEEXIT_KEY != 0xFF && _lastKeyHit == VAR(VAR_CUTSCENEEXIT_KEY))) { #ifndef DISABLE_SCUMM_7_8 // Skip cutscene (or active SMUSH video). For the V2 games, which // normally use F4 for this, we add in a hack that makes escape work, |