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Full Throttle handles verb differently
svn-id: r14182
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@@ -368,13 +368,6 @@ void ScummEngine::drawString(int a, const byte *msg) {
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_charset->_ignoreCharsetMask = true;
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// In Full Throttle (and other games?), verb text should always mask
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// and never time out. We can't do it blindly for all games, because
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// it causes problem with the FOA intro.
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if ((_gameId == GID_FT) && a == 4)
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_talkDelay = -1;
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if (!buf[0]) {
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buf[0] = ' ';
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buf[1] = 0;
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