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