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KYRA: revert d7e700f370c258a5f4786d972af3666b93b71f94
The GMM mouse cursor bug has now been fixed inside the GMM and CursorMan code.
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1a05efa8ed
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@ -503,14 +503,6 @@ void KyraEngine_HoF::runLoop() {
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int inputFlag = checkInput(_buttonList, true);
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removeInputTop();
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if (_updateHandItemCursor) {
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// This works around an issue which would occur when setHandItem(_itemInHand)
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// was called from inside loadGameState(). When loading via GMM the
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// mouse cursor would not be set correctly.
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_updateHandItemCursor = false;
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setHandItem(_itemInHand);
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}
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update();
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if (inputFlag == 198 || inputFlag == 199) {
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@ -821,14 +821,6 @@ void KyraEngine_LoK::updateMousePointer(bool forceUpdate) {
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newY = 4;
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}
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if (_updateHandItemCursor) {
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// This works around an issue which would occur when setHandItem(_itemInHand)
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// was called from inside loadGameState(). When loading via GMM the
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// mouse cursor would not be set correctly.
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_updateHandItemCursor = false;
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setHandItem(_itemInHand);
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}
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if ((newMouseState && _mouseState != newMouseState) || (newMouseState && forceUpdate)) {
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_mouseState = newMouseState;
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_screen->hideMouse();
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@ -908,14 +908,6 @@ void KyraEngine_MR::runLoop() {
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int inputFlag = checkInput(_mainButtonList, true);
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removeInputTop();
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if (_updateHandItemCursor) {
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// This works around an issue which would occur when setHandItem(_itemInHand)
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// was called from inside loadGameState(). When loading via GMM the
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// mouse cursor would not be set correctly.
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_updateHandItemCursor = false;
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setHandItem(_itemInHand);
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}
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update();
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_timer->update();
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@ -56,7 +56,6 @@ KyraEngine_v1::KyraEngine_v1(OSystem *system, const GameFlags &flags)
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_gameToLoad = -1;
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_mouseState = -1;
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_updateHandItemCursor = false;
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_deathHandler = -1;
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memset(_flagsTable, 0, sizeof(_flagsTable));
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@ -343,9 +343,6 @@ protected:
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virtual void setHandItem(Item item) = 0;
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virtual void removeHandItem() = 0;
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void setDelayedCursorUpdate() { _updateHandItemCursor = true; }
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bool _updateHandItemCursor;
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// game flags
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uint8 _flagsTable[100]; // TODO: check this value
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@ -935,14 +935,6 @@ void LoLEngine::runLoop() {
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checkFloatingPointerRegions();
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gui_updateInput();
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if (_updateHandItemCursor) {
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// This works around an issue which would occur when setHandItem(_itemInHand)
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// was called from inside loadGameState(). When loading via GMM the
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// mouse cursor would not be set correctly.
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_updateHandItemCursor = false;
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setHandItem(_itemInHand);
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}
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update();
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if (_sceneUpdateRequired)
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@ -306,7 +306,7 @@ Common::Error KyraEngine_HoF::loadGameState(int slot) {
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_mainCharacter.facing = 4;
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enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
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setDelayedCursorUpdate();
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setHandItem(_itemInHand);
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if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
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snd_playWanderScoreViaMap(_lastMusicCommand, 1);
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@ -170,7 +170,7 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) {
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_screen->copyRegion(8, 8, 8, 8, 304, 212, 10, 0);
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}
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setDelayedCursorUpdate();
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setHandItem(_itemInHand);
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// Will-O-Wisp uses a different shape size than Brandon's usual
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// shape, thus we need to setup the correct size depending on
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@ -257,7 +257,7 @@ Common::Error LoLEngine::loadGameState(int slot) {
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int t = _credits;
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_credits = 0;
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giveCredits(t, 0);
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setDelayedCursorUpdate();
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setHandItem(_itemInHand);
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loadLevel(_currentLevel);
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gui_drawPlayField();
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timerSpecialCharacterUpdate(0);
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@ -305,7 +305,7 @@ Common::Error KyraEngine_MR::loadGameState(int slot) {
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_goodConsciencePosition = false;
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enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
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setDelayedCursorUpdate();
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setHandItem(_itemInHand);
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if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
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snd_playWanderScoreViaMap(_lastMusicCommand, 1);
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