Revert "CGE2: Make the intro skippable."

This reverts commit 5e099e90bc.
There's no need for this addition, since the intro was skippable before that too, by hitting the ESC key.
See System::touch().
This commit is contained in:
Peter Bozsó 2014-09-07 10:40:03 +02:00
parent 261d15d007
commit da1b76be4d
4 changed files with 4 additions and 8 deletions

View File

@ -76,7 +76,6 @@ CGE2Engine::CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription)
_vol[i] = nullptr;
_eventManager = nullptr;
_map = nullptr;
_skipIntro = false;
_quitFlag = false;
_bitmapPalette = nullptr;
_startupMode = 1;

View File

@ -280,7 +280,6 @@ public:
Common::RandomSource _randomSource;
bool _skipIntro;
bool _quitFlag;
Dac *_bitmapPalette;
int _startupMode;

View File

@ -396,7 +396,7 @@ void CGE2Engine::movie(const char *ext) {
sceneUp(_now);
_keyboard->setClient(_sys);
while (!_commandHandler->idle() && !_quitFlag && !_skipIntro)
while (!_commandHandler->idle() && !_quitFlag)
mainLoop();
_keyboard->setClient(nullptr);
@ -532,11 +532,11 @@ void CGE2Engine::mainLoop() {
// Handle a delay between game frames
handleFrame();
// Check shouldQuit()
_quitFlag = shouldQuit();
// Handle any pending events
_eventManager->poll();
// Check shouldQuit()
_quitFlag = shouldQuit();
}
void CGE2Engine::checkSounds() {

View File

@ -219,8 +219,6 @@ void EventManager::poll() {
switch (_event.type) {
case Common::EVENT_KEYDOWN:
case Common::EVENT_KEYUP:
if (_vm->_startupMode == 1)
_vm->_skipIntro = true; // So the player can interrupt the intro.
// Handle keyboard events
_vm->_keyboard->newKeyboard(_event);
handleEvents();