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-rw-r--r--scumm/script_v5.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/scumm/script_v5.cpp b/scumm/script_v5.cpp
index 5525c21988..e53908e240 100644
--- a/scumm/script_v5.cpp
+++ b/scumm/script_v5.cpp
@@ -1463,6 +1463,14 @@ void ScummEngine_v5::o5_loadRoom() {
room = getVarOrDirectByte(PARAM_1);
+ if (!_copyProtection) {
+ // Skip copy protection scheme
+ if (_gameId == GID_INDY3 && (_features & GF_OLD_BUNDLE) && room == 92) {
+ VAR(57) = 1;
+ return;
+ }
+ }
+
// For small header games, we only call startScene if the room
// actually changed. This avoid unwanted (wrong) fades in Zak256
// and others. OTOH, it seems to cause a problem in newer games.