ZVISION: Properly handle confirmation dialogs in the French ver. of ZGI

This commit is contained in:
Filippos Karapetis 2015-01-21 12:35:12 +02:00
parent cb25b7b5ee
commit 46fe6b64b9

View File

@ -992,7 +992,8 @@ bool RenderManager::askQuestion(const Common::String &str) {
// English: yes/no
// German: ja/nein
// Spanish: si/no
// French: F4/any other key
// French Nemesis: F4/any other key
// French ZGI: oui/non
switch (evnt.kbd.keycode) {
case Common::KEYCODE_y:
if (_engine->getLanguage() == Common::EN_ANY)
@ -1006,15 +1007,19 @@ bool RenderManager::askQuestion(const Common::String &str) {
if (_engine->getLanguage() == Common::ES_ESP)
result = 2;
break;
case Common::KEYCODE_o:
if (_engine->getLanguage() == Common::FR_FRA && _engine->getGameId() == GID_GRANDINQUISITOR)
result = 2;
break;
case Common::KEYCODE_F4:
if (_engine->getLanguage() == Common::FR_FRA)
if (_engine->getLanguage() == Common::FR_FRA && _engine->getGameId() == GID_NEMESIS)
result = 2;
break;
case Common::KEYCODE_n:
result = 1;
break;
default:
if (_engine->getLanguage() == Common::FR_FRA)
if (_engine->getLanguage() == Common::FR_FRA && _engine->getGameId() == GID_NEMESIS)
result = 1;
break;
}