COMI delays use minutes too, so remove hack.

Confirmed with COMI disasm.

svn-id: r19226
This commit is contained in:
Travis Howell 2005-10-21 23:31:23 +00:00
parent b5e63f5bfb
commit 907c0835d0

View File

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