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SCI: added workaround for kq1 kDoSound(fade)
gets called with object 0:0 in several scenes, just ignore that call svn-id: r51059
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@ -237,6 +237,7 @@ static const SciWorkaroundEntry kDisposeScript_workarounds[] = {
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// gameID, room,script,lvl, object-name, method-name, call, index, replace
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static const SciWorkaroundEntry kDoSoundFade_workarounds[] = {
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{ GID_KQ1, -1, 989, 0, "gameSound", "fade", -1, 0, { 1, 0 } }, // gets called in several scenes (e.g. graham cracker) with 0:0
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{ GID_KQ6, 105, 989, 0, "globalSound", "fade", -1, 0, { 0, 0 } }, // floppy: during intro, parameter 4 is an object
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SCI_WORKAROUNDENTRY_TERMINATOR
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};
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@ -340,7 +341,7 @@ static const SciKernelMapSubEntry kDoSound_subops[] = {
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{ SIG_SOUNDSCI0, 7, MAP_CALL(DoSoundResumeAfterRestore), "", NULL },
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{ SIG_SOUNDSCI0, 8, MAP_CALL(DoSoundMasterVolume), "(i)", NULL },
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{ SIG_SOUNDSCI0, 9, MAP_CALL(DoSoundUpdate), "o", NULL },
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{ SIG_SOUNDSCI0, 10, MAP_CALL(DoSoundFade), "o", NULL },
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{ SIG_SOUNDSCI0, 10, MAP_CALL(DoSoundFade), "o", kDoSoundFade_workarounds },
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{ SIG_SOUNDSCI0, 11, MAP_CALL(DoSoundGetPolyphony), "", NULL },
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{ SIG_SOUNDSCI0, 12, MAP_CALL(DoSoundStopAll), "", NULL },
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{ SIG_SOUNDSCI1EARLY, 0, MAP_CALL(DoSoundMasterVolume), NULL, NULL },
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