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COMI delays use minutes too, so remove hack.
Confirmed with COMI disasm. svn-id: r19226
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@ -2293,9 +2293,6 @@ void ScummEngine_v6::o6_systemOps() {
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}
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void ScummEngine_v6::o6_delay() {
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// FIXME - what exactly are we measuring here? In order for the other two
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// delay functions to be right, it should be 1/60th of a second. But for
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// CMI it would seem this should delay for 1/10th of a second...
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uint32 delay = (uint16)pop();
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vm.slot[_currentScript].delay = delay;
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vm.slot[_currentScript].status = ssPaused;
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@ -2304,21 +2301,13 @@ void ScummEngine_v6::o6_delay() {
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void ScummEngine_v6::o6_delaySeconds() {
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uint32 delay = (uint32)pop();
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if (_gameId != GID_CMI)
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// FIXME - are we really measuring minutes here?
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delay = delay * 60;
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else
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// FIXME - Is this the same in ComI? Seem to need a 1.5 minute
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// multiplier for correct timing - see patch 664893
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delay = delay * 90;
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delay = delay * 60;
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vm.slot[_currentScript].delay = delay;
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vm.slot[_currentScript].status = ssPaused;
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o6_breakHere();
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}
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void ScummEngine_v6::o6_delayMinutes() {
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// FIXME - are we really measuring minutes here?
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uint32 delay = (uint16)pop() * 3600;
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vm.slot[_currentScript].delay = delay;
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vm.slot[_currentScript].status = ssPaused;
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