Fix Simon countermeasures :)

svn-id: r5804
This commit is contained in:
Nicolas Bacca 2002-12-01 23:46:19 +00:00
parent 85cf7efe9d
commit c2ba2cc586

View File

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