temporary fix for bug #771562, I am working on a proper one now

svn-id: r9044
This commit is contained in:
Max Horn 2003-07-15 20:51:18 +00:00
parent f60e8ff53e
commit 83a3afab42

View File

@ -562,7 +562,17 @@ void Sound::processSfxQueues() {
if (_scumm->VAR(_scumm->VAR_TALK_ACTOR)) { //_sfxMode & 2) {
act = _scumm->VAR(_scumm->VAR_TALK_ACTOR);
finished = !_talkChannelHandle;
// FIXME: This was changed in the process of my COMI fixes.
// Problem is, 'finished' used to indicate if speech had
// been running but now is finished. But now, it'll be set
// even if there never has been any speech running (i.e. in
// all games which don't even use speech). This will have
// to be fixed properly! For now I am just disabling
// this for V2 games. A better fix would be to introduce a second
// variable which is set whenever speech is initiated, and reset
// when it stops (i.e. when _talkChannelHandle is 0).
finished = !_talkChannelHandle && (_scumm->_version > 2);
if (act != 0 && (uint) act < 0x80 && !_scumm->_string[0].no_talk_anim) {
a = _scumm->derefActor(act, "processSfxQueues");