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NEVERHOOD: Correctly disable input when Klaymen drinks the wrong potion
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@ -53,6 +53,22 @@ void StaticData::load(const char *filename) {
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messageItem.messageValue = fd.readUint32LE();
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messageList->push_back(messageItem);
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}
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// WORKAROUND for a problem in two of the game's message lists:
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// the message lists used when Klaymen is drinking the wrong potion
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// have as a last element the animation itself (message 0x4832).
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// However, when processMessageList() reaches the last element in a
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// message list, it allows player input, which means that the player
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// can erroneously skip these potion drinking animations. We insert
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// another message at the end of these lists to prevent player input
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// till the animations are finished
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if (id == 0x004AF0C8 || id == 0x004B5BD0) { // wrong potion message lists
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MessageItem messageItem;
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messageItem.messageNum = 0x4004; // set Klaymen's state to idle
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messageItem.messageValue = 0;
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messageList->push_back(messageItem);
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}
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_messageLists[id] = messageList;
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}
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