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Update comment for SO_WAIT_FOR_TURN workaround in The Dig, this is due to script bugs. SO_WAIT_FOR_TURN is never used by FT r COMI either, so remove game check.
svn-id: r20962
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f3106feaf5
commit
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@ -2231,19 +2231,15 @@ void ScummEngine_v6::o6_wait() {
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break;
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return;
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case 232: // SO_WAIT_FOR_TURN
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// FIXME: This opcode is really odd. It's used a lot in The Dig.
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// But sometimes it receives the actor ID as params, and sometimes an
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// angle. However in (almost?) all cases, just before calling it, _curActor
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// is set, so we can use it. I tried to add code that detects if an angle
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// is passed, and if so, wait till that angle is reached, but that leads to hangs.
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// Disassembly doesn't show anything special for that opcode, though.
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// WORKAROUND for bug #744441: An angle will often be received as the
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// actor numnber due to script bugs in The Dig. In all cases where this
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// occurs, _curActor is set just before it, so we can use it instead.
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//
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// For now, if the value passed in is divisible by 45, assume it is an
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// angle, and use _curActor as the actor to wait for. See bug report #744441
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// angle, and use _curActor as the actor to wait for.
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offs = fetchScriptWordSigned();
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actnum = pop();
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if (_game.id == GID_DIG && actnum % 45 == 0) {
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warning("Working around invalid actor num %d", actnum);
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if (actnum % 45 == 0) {
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actnum = _curActor;
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}
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a = derefActor(actnum, "o6_wait:232b");
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