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Diffstat (limited to 'scumm/input.cpp')
-rw-r--r--scumm/input.cpp13
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,