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TINSEL: Fix some DW2 text/voice not playing all the way through
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NEWS
3
NEWS
@ -63,6 +63,9 @@ For a more comprehensive changelog of the latest experimental code, see:
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party room with the large golden head inside the museum (room 350).
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This bug is also present, when using the original interpreter.
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Tinsel:
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- Fixed some Discworld 2 text/voice not displaying & playing all the way through
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TsAGE:
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- Fixed recently introduced bug preventing animations in Return to Ringworld from playing.
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@ -2050,6 +2050,7 @@ static void PrintObj(CORO_PARAM, const SCNHANDLE hText, const INV_OBJECT *pinvo,
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int timeout;
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bool bTookControl;
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int myEscape;
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int myLeftEvent;
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CORO_END_CONTEXT(_ctx);
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CORO_BEGIN_CODE(_ctx);
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@ -2186,7 +2187,7 @@ static void PrintObj(CORO_PARAM, const SCNHANDLE hText, const INV_OBJECT *pinvo,
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/*
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* PrintObj() called from other event
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*/
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_ctx->myEscape = GetLeftEvents();
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_ctx->myLeftEvent = GetLeftEvents();
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_ctx->bTookControl = GetControl();
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// Display for a time, but abort if conversation gets hidden
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@ -2200,7 +2201,7 @@ static void PrintObj(CORO_PARAM, const SCNHANDLE hText, const INV_OBJECT *pinvo,
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// Abort if left click - hardwired feature for talky-print!
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// Abort if sample times out
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// Abort if conversation hidden
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if (LeftEventChange(_ctx->myEscape)
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if (LeftEventChange(_ctx->myLeftEvent)
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|| --_ctx->timeout <= 0
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|| ConvIsHidden())
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break;
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