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When entering town after escaping from prison, after a little while bells start chiming constantly. This does not happen in the original interpreter. This is caused by a script that generates the ambient thunder sounds in the prison. After the prison escape the clearSequenceDelayList function is called, but this did not remove the script because it is not marked as "can be cleared". Because this script is not running in town in the original interpreter, I think the clearSequenceDelayList function is supposed to clear all scripts, even the ones not marked as "can be cleared". The only other scripts that this affects are two more ambient sound scripts that are now removed after entering the castle towards the end of the game (the only other place where clearSequenceDelayList is called). These scripts only play sounds while in town, so removing them has no effect (but does remove some unnecessary processing). |
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.. | ||
animseq.cpp | ||
animseq.h | ||
configure.engine | ||
debugger.cpp | ||
debugger.h | ||
decode.cpp | ||
decode.h | ||
detection.cpp | ||
detection.h | ||
disk.cpp | ||
disk.h | ||
events.cpp | ||
events.h | ||
fights.cpp | ||
fights.h | ||
game.cpp | ||
game.h | ||
hotspots.cpp | ||
hotspots.h | ||
intro.cpp | ||
intro.h | ||
lure.cpp | ||
lure.h | ||
luredefs.h | ||
memory.cpp | ||
memory.h | ||
menu.cpp | ||
menu.h | ||
metaengine.cpp | ||
module.mk | ||
palette.cpp | ||
palette.h | ||
POTFILES | ||
res_struct.cpp | ||
res_struct.h | ||
res.cpp | ||
res.h | ||
room.cpp | ||
room.h | ||
screen.cpp | ||
screen.h | ||
scripts.cpp | ||
scripts.h | ||
sound.cpp | ||
sound.h | ||
strings.cpp | ||
strings.h | ||
surface.cpp | ||
surface.h |