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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().
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parent
261d15d007
commit
da1b76be4d
@ -76,7 +76,6 @@ CGE2Engine::CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription)
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_vol[i] = nullptr;
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_eventManager = nullptr;
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_map = nullptr;
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_skipIntro = false;
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_quitFlag = false;
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_bitmapPalette = nullptr;
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_startupMode = 1;
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@ -280,7 +280,6 @@ public:
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Common::RandomSource _randomSource;
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bool _skipIntro;
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bool _quitFlag;
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Dac *_bitmapPalette;
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int _startupMode;
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@ -396,7 +396,7 @@ void CGE2Engine::movie(const char *ext) {
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sceneUp(_now);
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_keyboard->setClient(_sys);
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while (!_commandHandler->idle() && !_quitFlag && !_skipIntro)
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while (!_commandHandler->idle() && !_quitFlag)
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mainLoop();
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_keyboard->setClient(nullptr);
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@ -532,11 +532,11 @@ void CGE2Engine::mainLoop() {
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// Handle a delay between game frames
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handleFrame();
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// Check shouldQuit()
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_quitFlag = shouldQuit();
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// Handle any pending events
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_eventManager->poll();
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// Check shouldQuit()
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_quitFlag = shouldQuit();
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}
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void CGE2Engine::checkSounds() {
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@ -219,8 +219,6 @@ void EventManager::poll() {
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switch (_event.type) {
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case Common::EVENT_KEYDOWN:
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case Common::EVENT_KEYUP:
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if (_vm->_startupMode == 1)
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_vm->_skipIntro = true; // So the player can interrupt the intro.
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// Handle keyboard events
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_vm->_keyboard->newKeyboard(_event);
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handleEvents();
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