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-rw-r--r--scumm/scummvm.cpp11
1 files changed, 5 insertions, 6 deletions
diff --git a/scumm/scummvm.cpp b/scumm/scummvm.cpp
index 648e68c8f8..aca3ebb05e 100644
--- a/scumm/scummvm.cpp
+++ b/scumm/scummvm.cpp
@@ -319,7 +319,6 @@ ScummEngine::ScummEngine(GameDetector *detector, OSystem *syst, const ScummGameS
memset(&res, 0, sizeof(res));
memset(&vm, 0, sizeof(vm));
_smushFrameRate = 0;
- _insaneState = false;
_videoFinished = false;
_smushPaused = false;
_quit = false;
@@ -1342,7 +1341,7 @@ int ScummEngine::scummLoop(int delta) {
if (_version <= 3)
CHARSET_1();
- processKbd();
+ processKbd(false);
if (_features & GF_NEW_CAMERA) {
VAR(VAR_CAMERA_POS_X) = camera._cur.x;
@@ -1724,7 +1723,7 @@ void ScummEngine::clearClickedStatus() {
_rightBtnPressed &= ~msClicked;
}
-void ScummEngine::processKbd() {
+void ScummEngine::processKbd(bool smushMode) {
int saveloadkey;
_lastKeyHit = _keyPressed;
@@ -1837,7 +1836,7 @@ void ScummEngine::processKbd() {
if (_lastKeyHit == KEY_ALL_SKIP) {
// Skip cutscene
- if (_insaneState) {
+ if (smushMode) {
// Eek this is literally shouting for trouble...
// Probably should set _lastKey to VAR_CUTSCENEEXIT_KEY instead!
_videoFinished = true;
@@ -1880,13 +1879,13 @@ void ScummEngine::processKbd() {
// 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,
// too (just for convenience).
- if (_insaneState) {
+ if (smushMode) {
if (_gameId == GID_FT)
_insane->escapeKeyHandler();
else
_videoFinished = true;
}
- if (!_insaneState || _videoFinished)
+ if (!smushMode || _videoFinished)
abortCutscene();
if (_version <= 2) {
// Ensure that the input script also sees the key press.