SCUMM: DIG: Reindent a workaround and remove its ENABLE_SCUMM_7_8 ifdef

The workaround itself doesn't require any v7/v8-only feature, and
there's no much sense in saving a few bytes for such a small
workaround. Others Dig/FT/COMI workarounds don't use an ifdef for
this anyway.
This commit is contained in:
Donovan Watteau 2023-01-18 20:07:01 +01:00
parent 28a4e9c2ee
commit 85265f68f5

View File

@ -993,24 +993,22 @@ void ScummEngine::runExitScript() {
if (VAR_EXIT_SCRIPT2 != 0xFF && VAR(VAR_EXIT_SCRIPT2))
runScript(VAR(VAR_EXIT_SCRIPT2), 0, 0, nullptr);
#ifdef ENABLE_SCUMM_7_8
// WORKAROUND: Once the water has been diverted to the grate, but
// before Maggie has been freed, the spider lair (room 44) will play
// the sound of trickling water (sound 215). It doesn't seem to trigger
// the first time you enter the room, only but if you leave and
// re-enter it. Which is probably why it's so rarely noticed.
//
// The sound is not stopped when you leave the room, so it will keep
// playing even where it makes no sense. This also happens with the
// original interpreter.
//
// The same sound effect is also used in the underwater cavern (room
// 33), so we do the same fade out as in that room's exit script.
// the sound of trickling water (sound 215). It doesn't seem to trigger
// the first time you enter the room, only but if you leave and
// re-enter it. Which is probably why it's so rarely noticed.
//
// The sound is not stopped when you leave the room, so it will keep
// playing even where it makes no sense. This also happens with the
// original interpreter.
//
// The same sound effect is also used in the underwater cavern (room
// 33), so we do the same fade out as in that room's exit script.
if (_game.id == GID_DIG && _currentRoom == 44 && _enableEnhancements) {
int scriptCmds[] = { 14, 215, 0x600, 0, 30, 0, 0, 0 };
_sound->soundKludge(scriptCmds, ARRAYSIZE(scriptCmds));
}
#endif
}
void ScummEngine::runEntryScript() {