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KYRA: fix EOB II sound glitch
This is a workaround for a premature sfx (original code/script bug) in a specific sequence in catacombs level 2.
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@ -1397,7 +1397,12 @@ void EoBCoreEngine::initDialogueSequence() {
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gui_updateControls();
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//_allowSkip = true;
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snd_stopSound();
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// WORKAROUND for bug in the original code (all platforms). Sequence sound would be terminated prematurely.
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if (_flags.gameID == GI_EOB2 && _currentLevel == 2 && _currentBlock == 654)
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_sound->stopAllSoundEffects();
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else
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snd_stopSound();
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Common::SeekableReadStream *s = _res->createReadStream("TEXT.DAT");
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_screen->loadFileDataToPage(s, 5, 32000);
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_txt->setupField(9, 0);
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