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Quick patch for a Zak script bug.
svn-id: r3613
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@ -2268,7 +2268,10 @@ void Scumm::o5_wait() {
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if (derefActorSafe(getVarOrDirectByte(0x80), "o5_wait")->moving)
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break;
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return;
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case 2: /* wait for message */
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case 2: /* wait for message */
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if ((_currentRoom == 0) && (_gameId == GID_ZAK256)) // Bypass Zak256 script hang
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return;
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if (_vars[VAR_HAVE_MSG])
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break;
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return;
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@ -234,6 +234,9 @@ void Scumm::scummMain(int argc, char **argv) {
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_vars[VAR_VERSION] = 21;
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#endif
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_vars[VAR_DEBUGMODE] = _debugMode;
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_haveMsg = 0xFF;
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_vars[VAR_HAVE_MSG] = 0xFF;
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if (_gameId==GID_MONKEY) {
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_vars[74] = 1225;
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