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Close in on the o6_wait:actDrawn problem
svn-id: r5181
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@ -2377,16 +2377,19 @@ void Scumm::o6_wait()
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return;
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break;
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case 226:{ /* wait until actor drawn */
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Actor *a = derefActorSafe(pop(), "o6_wait:226");
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int actnum = pop();
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Actor *a = derefActorSafe(actnum, "o6_wait:226");
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int offs = (int16)fetchScriptWord();
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return; // FIXME
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// This wait command doesn't return at the
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// FIXME: This wait command doesn't return at the
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// correct times, which causes several script freezes
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// in The Dig. Eg, planetarium lightbridge,
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// and taking the rod in the museum AFTER looking at
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// all the displays. Why? Is our code too optimised
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// vs. the original?
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// all the displays. This is testing actor 3 (Ego),
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// so I'm guessing it's something to do with the way
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// ego doesn't always stop his mouth moving.
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if (actnum == 3)
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return;
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if (a && a->isInCurrentRoom() && a->needRedraw) {
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_scriptPointer += offs;
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