SCUMM: Work around timing bug when Mandible uses distaff in VGA Loom

The first and second animation when Mandible uses the distaff were so
close that they looked like one, and it looked like the second one was
missing. This patch adjusts the timing of the second one.
This commit is contained in:
Torbjörn Andersson
2022-03-05 20:01:05 +02:00
committed by Filippos Karapetis
parent d698578d3a
commit 2f753222fe
+12 -1
View File
@@ -1338,7 +1338,8 @@ void ScummEngine_v5::o5_isLess() {
}
void ScummEngine_v5::o5_isLessEqual() {
int16 a = getVar();
int var = fetchScriptWord();
int16 a = readVar(var);
int16 b = getVarOrDirectWord(PARAM_1);
// WORKAROUND bug #1266 : Work around a bug in Indy3Town.
@@ -1349,6 +1350,16 @@ void ScummEngine_v5::o5_isLessEqual() {
return;
}
// WORKAROUND: When Mandible uses the distaff, it seems to light up
// only three times with no animation for the second note. Actually,
// the animations for the first and second notes are played so closely
// together that they look like one. This adjusts the timing of the
// second one.
if (_game.id == GID_LOOM && _game.version >= 4 && _language == Common::EN_ANY && vm.slot[_currentScript].number == 95 && var == VAR_MUSIC_TIMER && b == 1708) {
b = 1815;
}
jumpRelative(b <= a);
}