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SCI: Changed the fix for the intro of Longbow (bug #3044844) into a hack for that scene. Fixes the freeze in LSL6 (bug #3192166). Fading in KQ5 is unaffected by this.
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@ -445,13 +445,17 @@ void SoundCommandParser::processUpdateCues(reg_t obj) {
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if (musicSlot->fadeCompleted) {
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musicSlot->fadeCompleted = false;
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if (_soundVersion <= SCI_VERSION_0_LATE) {
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// We need signal for sci0 at least in iceman as well (room 14, fireworks)
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// Note: We should not set the signal here when fading is done in later
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// games. This fixes the dialog boxes disappearing too quickly in the
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// intro of Longbow (bug #3044844). It also fixes the music not fading out
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// when the bandits leave the temple in KQ5 (bug #3037594).
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// We need signal for sci0 at least in iceman as well (room 14,
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// fireworks).
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// It is also needed in other games, e.g. LSL6 when talking to the
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// receptionist (bug #3192166).
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if (g_sci->getGameId() == GID_LONGBOW && g_sci->getEngineState()->currentRoomNumber() == 95) {
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// HACK: Don't set a signal here in the intro of Longbow, as that makes some dialog
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// boxes disappear too soon (bug #3044844).
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} else {
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writeSelectorValue(_segMan, obj, SELECTOR(signal), SIGNAL_OFFSET);
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}
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if (_soundVersion <= SCI_VERSION_0_LATE) {
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processStopSound(obj, false);
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} else {
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if (musicSlot->stopAfterFading)
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