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Fix Simon countermeasures :)
svn-id: r5804
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parent
85cf7efe9d
commit
c2ba2cc586
@ -912,17 +912,17 @@ void runGame(char *game_name) {
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/* Start the engine */
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engine = Engine::createFromDetector(&detector, system);
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keypad_init();
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load_key_mapping();
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is_simon = (detector._gameId >= GID_SIMON_FIRST);
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if (detector._gameId == GID_SAMNMAX || detector._gameId == GID_FT || detector._gameId == GID_DIG)
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hide_cursor = FALSE;
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else
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hide_cursor = TRUE;
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hide_cursor = TRUE;
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is_simon = (detector._gameId >= GID_SIMON_FIRST);
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engine = Engine::createFromDetector(&detector, system);
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keypad_init();
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load_key_mapping();
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engine->go();
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@ -1461,6 +1461,11 @@ void action_skip() {
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OSystem_WINCE3* system;
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system = (OSystem_WINCE3*)g_scumm->_system;
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if (is_simon) {
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((SimonState*)engine)->_exit_cutscene = true;
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return;
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}
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if (g_scumm->vm.cutScenePtr[g_scumm->vm.cutSceneStackPointer] || g_scumm->_insaneState)
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system->addEventKeyPressed(g_scumm->_vars[g_scumm->VAR_CUTSCENEEXIT_KEY]);
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else
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