{GID_CAMELOT,92,92,0,"endingCartoon2","changeState",0x20d,0,{WORKAROUND_FAKE,0}},// op_lai: during the ending, sub gets called with no parameters, uses parameter 1 which is theGrail in this case - bug #5237
{GID_ECOQUEST2,100,0,0,"Rain","points",0xcc6,0,{WORKAROUND_FAKE,0}},// op_or: when giving the papers to the customs officer, gets called against a pointer instead of a number - bug #4939
{GID_ECOQUEST2,100,0,0,"Rain","points",0xce0,0,{WORKAROUND_FAKE,0}},// Same as above, for the Spanish version - bug #5750
{GID_FANMADE,516,983,0,"Wander","setTarget",-1,0,{WORKAROUND_FAKE,0}},// op_mul: The Legend of the Lost Jewel Demo (fan made): called with object as second parameter when attacked by insects - bug #5124
{GID_GK1,800,64992,0,"Fwd","doit",-1,0,{WORKAROUND_FAKE,1}},// op_gt: when Mosely finds Gabriel and Grace near the end of the game, compares the Grooper object with 7
{GID_HOYLE4,700,-1,1,"Code","doit",-1,0,{WORKAROUND_FAKE,1}},// op_add: while bidding in Bridge, an object ("Bid") is added to an object in another segment ("hand3")
{GID_MOTHERGOOSEHIRES,90,90,0,"newGameButton","select",-1,0,{WORKAROUND_FAKE,0}},// op_ge: MUMG Deluxe, when selecting "New Game" in the main menu. It tries to compare an integer with a list. Needs to return false for the game to continue.
{GID_QFG1VGA,301,928,0,"Blink","init",-1,0,{WORKAROUND_FAKE,0}},// op_div: when entering the inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
{GID_CAMELOT,40,40,0,"Rm40","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// when looking at the ground at the pool of Siloam - bug #6401
{GID_CASTLEBRAIN,280,280,0,"programmer","dispatchEvent",-1,0,{WORKAROUND_FAKE,0xf}},// pressing 'q' on the computer screen in the robot room, and closing the help dialog that pops up (bug #5143). Moves the cursor to the view with the ID returned (in this case, the robot hand)
{GID_CNICK_KQ,-1,0,1,"Character","say",-1,-1,{WORKAROUND_FAKE,0}},// checkers/backgammon, like in hoyle 3 - temps 504 and 505 - bug #6255
{GID_CNICK_KQ,300,303,0,"theDoubleCube","<noname520>",-1,5,{WORKAROUND_FAKE,0}},// while playing backgammon with doubling enabled - bug #6426 (same as the theDoubleCube::make workaround for Hoyle 3)
{GID_CNICK_KQ,300,303,0,"theDoubleCube","<noname519>",-1,9,{WORKAROUND_FAKE,0}},// when accepting a double, while playing backgammon with doubling enabled (same as the theDoubleCube::accept workaround for Hoyle 3)
{GID_CNICK_LAURABOW,-1,0,1,"Character","say",-1,-1,{WORKAROUND_FAKE,0}},// Yatch, like in hoyle 3 - temps 504 and 505 - bug #6424
{GID_CNICK_LAURABOW,-1,700,0,NULL,"open",-1,-1,{WORKAROUND_FAKE,0}},// when entering control menu - bug #6423 (same as the gcWindow workaround for Hoyle 3)
{GID_CNICK_LAURABOW,100,100,0,NULL,"<noname144>",-1,1,{WORKAROUND_FAKE,0}},// while playing domino - bug #6429 (same as the dominoHand2 workaround for Hoyle 3)
{GID_CNICK_LAURABOW,100,110,0,NULL,"doit",-1,-1,{WORKAROUND_FAKE,0}},// when changing the "Dominoes per hand" setting - bug #6430
{GID_HOYLE3,-1,0,1,"Character","say",-1,-1,{WORKAROUND_FAKE,0}},// when starting checkers or dominoes, first time a character says something - temps 504 and 505
{GID_HOYLE4,700,710,1,"BridgeStrategyPlay","checkSplitTops",-1,10,{WORKAROUND_FAKE,0}},// while playing bridge, objects LeadReturn_Trump, SecondSeat_Trump, ThirdSeat_Trump and others - bug #5794
{GID_HOYLE4,700,-1,1,"BridgeDefense","think",-1,-1,{WORKAROUND_FAKE,0}},// sometimes while playing bridge, temp var 3, 17 and others, objects LeadReturn_Trump, ThirdSeat_Trump and others
{GID_HOYLE4,700,730,1,"BridgeDefense","beatTheirBest",-1,3,{WORKAROUND_FAKE,0}},// rarely while playing bridge
{GID_HOYLE4,700,-1,1,"Code","doit",-1,-1,{WORKAROUND_FAKE,0}},// when placing a bid in bridge (always), temp var 11, 24, 27, 46, 75, objects compete_tree, compwe_tree, other1_tree, b1 - bugs #5663 and #5794
{GID_HOYLE4,400,400,1,"GinHand","calcRuns",-1,4,{WORKAROUND_FAKE,0}},// sometimes while playing Gin Rummy (e.g. when knocking and placing a card) - bug #5665
{GID_HOYLE4,500,17,1,"Character","say",-1,504,{WORKAROUND_FAKE,0}},// sometimes while playing Cribbage (e.g. when the opponent says "Last Card") - bug #5662
{GID_ISLANDBRAIN,100,937,0,"IconBar","dispatchEvent",-1,58,{WORKAROUND_FAKE,0}},// when using ENTER at the startup menu - bug #5241
{GID_ISLANDBRAIN,140,140,0,"piece","init",-1,3,{WORKAROUND_FAKE,1}},// first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
{GID_ISLANDBRAIN,200,268,0,"anElement","select",-1,0,{WORKAROUND_FAKE,0}},// elements puzzle, gets used before super TextIcon
{GID_JONES,1,232,0,"weekendText","draw",0x3d3,0,{WORKAROUND_FAKE,0}},// jones/cd only - gets called during the game
//{ GID_KQ5, -1, 0, 0, "", "export 29", -1, 3, { WORKAROUND_FAKE, 0xf } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio - bug #4961
{GID_KQ5,55,55,0,"helpScript","doit",-1,0,{WORKAROUND_FAKE,0}},// when giving the tambourine to the monster in the labyrinth (only happens at one of the locations) - bug #5198
{GID_LAURABOW2,-1,21,0,"dropCluesCode","doit",-1,1,{WORKAROUND_FAKE,0x7fff}},// when asking some questions (e.g. the reporter about the burglary, or the policeman about Ziggy). Must be big, as the game scripts perform lt on it and start deleting journal entries - bugs #4979, #5026
{GID_LAURABOW2,-1,90,1,"MuseumActor","init",-1,6,{WORKAROUND_FAKE,0}},// Random actors in museum - bug #5197
{GID_LAURABOW2,240,240,0,"sSteveAnimates","changeState",-1,0,{WORKAROUND_FAKE,0}},// Steve Dorian's idle animation at the docks - bug #5028
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,-1,{WORKAROUND_FAKE,0}},// right after entering the 3 ethnic groups inside comedy club (temps 200, 201, 202, 203)
{GID_LSL3,-1,997,0,"TheMenuBar","handleEvent",-1,1,{WORKAROUND_FAKE,0xf}},// when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
{GID_LSL6,-1,85,0,"washcloth","doVerb",-1,0,{WORKAROUND_FAKE,0}},// washcloth in inventory
{GID_LSL6,-1,928,-1,"Narrator","startText",-1,0,{WORKAROUND_FAKE,0}},// used by various objects that are even translated in foreign versions, that's why we use the base-class
{GID_LSL6HIRES,0,85,0,"LL6Inv","init",-1,0,{WORKAROUND_FAKE,0}},// on startup
{GID_LSL6HIRES,-1,64950,1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// at least when entering swimming pool area
{GID_LSL6HIRES,-1,64964,0,"DPath","init",-1,1,{WORKAROUND_FAKE,0}},// during the game
{GID_MOTHERGOOSE256,-1,0,0,"MG","doit",-1,5,{WORKAROUND_FAKE,0}},// SCI1.1: When moving the cursor all the way to the left during the game - bug #5224
{GID_MOTHERGOOSE256,-1,992,0,"AIPath","init",-1,0,{WORKAROUND_FAKE,0}},// Happens in the demo and full version. In the demo, it happens when walking two screens from mother goose's house to the north. In the full version, it happens in rooms 7 and 23 - bug #5269
{GID_MOTHERGOOSE256,90,90,0,"introScript","changeState",-1,65,{WORKAROUND_FAKE,0}},// SCI1(CD): At the very end, after the game is completed and restarted - bug #5626
{GID_MOTHERGOOSE256,94,94,0,"sunrise","changeState",-1,367,{WORKAROUND_FAKE,0}},// At the very end, after the game is completed - bug #5294
{GID_MOTHERGOOSEHIRES,-1,64950,1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// right when clicking on a child at the start and probably also later
{GID_QFG1VGA,16,16,0,"lassoFailed","changeState",-1,-1,{WORKAROUND_FAKE,0}},// qfg1vga: casting the "fetch" spell in the screen with the flowers, temps 0 and 1 - bug #5309
{GID_QFG1VGA,-1,210,0,"Encounter","init",0xcee,0,{WORKAROUND_FAKE,0}},// qfg1vga: going to the brigands hideout - bug #5515
{GID_QFG2,260,260,0,"abdulS","changeState",0x2d22,-1,{WORKAROUND_FAKE,0}},// During the thief's first mission (in the house), just before Abdul is about to enter the house (where you have to hide in the wardrobe), bug #5153, temps 1 and 2
{GID_QFG2,260,260,0,"jabbarS","changeState",0x2d22,-1,{WORKAROUND_FAKE,0}},// During the thief's first mission (in the house), just before Jabbar is about to enter the house (where you have to hide in the wardrobe), bug #5164, temps 1 and 2
{GID_QFG2,500,500,0,"lightNextCandleS","changeState",-1,-1,{WORKAROUND_FAKE,0}},// Inside the last room, while Ad Avis performs the ritual to summon the genie - bug #5566
{GID_QFG2,-1,700,0,NULL,"showSign",-1,10,{WORKAROUND_FAKE,0}},// Occurs sometimes when reading a sign in Raseir, Shapeir et al - bugs #5627, #5635
{GID_QFG3,510,510,0,"awardPrize","changeState",-1,0,{WORKAROUND_FAKE,1}},// Simbani warrior challenge, after throwing the spears and retrieving the ring - bug #5277. Must be non-zero, otherwise the prize is awarded twice - bug #6160
{GID_QFG3,140,140,0,"rm140","init",0x1008,0,{WORKAROUND_FAKE,0}},// when importing a character and selecting the previous profession - bug #5163
{GID_QFG3,330,330,-1,"Teller","doChild",-1,-1,{WORKAROUND_FAKE,0}},// when talking to King Rajah about "Rajah" (bug #5033, temp 1) or "Tarna" (temp 0), or when clicking on yourself and saying "Greet" (bug #5148, temp 1)
{GID_QFG3,700,700,-1,"monsterIsDead","changeState",-1,0,{WORKAROUND_FAKE,0}},// in the jungle, after winning any fight, bug #5169
{GID_QFG3,470,470,-1,"rm470","notify",-1,0,{WORKAROUND_FAKE,0}},// closing the character screen in the Simbani village in the room with the bridge, bug #5165
{GID_QFG3,490,490,-1,"computersMove","changeState",-1,0,{WORKAROUND_FAKE,0}},// when finishing awari game, bug #5167
{GID_SQ1,103,103,0,"hand","internalEvent",-1,-1,{WORKAROUND_FAKE,0}},// Spanish (and maybe early versions?) only: when moving cursor over input pad, temps 1 and 2
{GID_SQ4,-1,928,-1,"Narrator","startText",-1,1000,{WORKAROUND_FAKE,1}},// CD: happens in the options dialog and in-game when speech and subtitles are used simultaneously
{GID_SQ4,-1,708,-1,"exitBut","doVerb",-1,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "close" button in the sq4 hintbook - bug #6447
{GID_SQ4,-1,708,-1,"prevBut","doVerb",-1,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "previous" button in the sq4 hintbook - bug #6447
{GID_SQ4,-1,708,-1,"nextBut","doVerb",-1,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "next" button in the sq4 hintbook - bug #6447
{GID_SQ6,-1,64950,-1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// called when pressing "Start game" in the main menu, when entering the Orion's Belt bar (room 300), and perhaps other places
{GID_KQ5,-1,255,0,"deathIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
{GID_SQ1,1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #5012
{GID_FANMADE,-1,979,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #5144
{GID_KQ5,-1,255,0,"deathIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
{GID_SQ1,1,255,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #5012
{GID_FANMADE,-1,979,0,"DIcon","setSize",-1,0,{WORKAROUND_STILLCALL,0}},// In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #5144
{GID_FANMADE,-1,994,1,"Game","save",0xd1c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Cascade Quest)
{GID_FANMADE,-1,994,1,"Game","save",0xe55,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Demo Quest)
{GID_FANMADE,-1,994,1,"Game","save",0xe57,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back)
{GID_FANMADE,-1,994,0,"Black","save",0xa,0,{WORKAROUND_IGNORE,0}},// In fanmade games, this is called with one parameter for CurDevice (Black Cauldron Remake)
{GID_FANMADE,-1,994,1,"Game","save",0xe5c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Most of them)
{GID_FANMADE,-1,994,1,"Game","restore",0xd1c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Cascade Quest)
{GID_FANMADE,-1,994,1,"Game","restore",0xe55,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Demo Quest)
{GID_FANMADE,-1,994,1,"Game","restore",0xe57,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back)
{GID_FANMADE,-1,994,1,"Game","restore",0xe5c,0,{WORKAROUND_STILLCALL,0}},// In fanmade games, this is called with one parameter for CurDevice (Most of them)
{GID_PQ2,23,23,0,"rm23Script","elements",0x4c1,0,{WORKAROUND_IGNORE,0}},// when looking at the 2nd page of pate's file - 0x75 as id (another pq2 version, bug #5223)
{GID_KQ4,4,992,0,"Avoid","doit",-1,0,{WORKAROUND_IGNORE,0}},// when the ogre catches you in front of his house, second parameter points to the same object as the first parameter, instead of being an integer (the angle) - bug #5217
{GID_KQ5,213,989,0,"globalSound3","fade",-1,0,{WORKAROUND_STILLCALL,0}},// english floppy: when bandits leave the secret temple, parameter 4 is an object - bug #5078
{GID_KQ6,460,989,0,"globalSound2","fade",-1,0,{WORKAROUND_STILLCALL,0}},// after pulling the black widow's web on the isle of wonder, parameter 4 is an object - bug #4954
{GID_FANMADE,516,992,0,"Motion","init",-1,0,{WORKAROUND_FAKE,0}},// The Legend of the Lost Jewel Demo (fan made): called with third/fourth parameters as objects
{GID_KQ6,-1,752,0,"throwDazzle","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// room 740/790 after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed - bug #4959 & #5203
{GID_SQ1,-1,927,0,"PAvoider","doit",-1,0,{WORKAROUND_FAKE,0}},// all rooms in Ulence Flats after getting the Pilot Droid: called with a single parameter when the droid is in Roger's path - bug #6016
{GID_ECOQUEST2,100,999,0,"myList","contains",-1,0,{WORKAROUND_FAKE,0}},// When Noah Greene gives Adam the Ecorder, and just before the game gives a demonstration, a null reference to a list is passed - bug #4987
{GID_HOYLE4,300,999,0,"Piles","contains",-1,0,{WORKAROUND_FAKE,0}},// When passing the three cards in Hearts, a null reference to a list is passed - bug #5664
{GID_ISLANDBRAIN,300,300,0,"dudeViewer","show",-1,0,{WORKAROUND_STILLCALL,0}},// when looking at the gene explanation chart, gets called with 1 extra parameter
{GID_SQ1,43,43,0,"someoneDied","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// when ordering beer, gets called with 1 extra parameter
{GID_SQ1,71,71,0,"destroyXenon","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// during the Xenon destruction cutscene (which results in death), gets called with 1 extra parameter - bug #5176
{GID_SQ1,53,53,0,"blastEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// when Roger is found and zapped by the cleaning robot, gets called with 1 extra parameter - bug #5177
{GID_CASTLEBRAIN,420,427,0,"alienIcon","select",-1,0,{WORKAROUND_STILLCALL,0}},// when selecting a card during the alien card game, gets called with 1 extra parameter
{GID_ISLANDBRAIN,290,291,0,"upElevator","changeState",0x201f,0,{WORKAROUND_STILLCALL,0}},// when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack - bug #4943
{GID_LSL6,-1,0,0,"LSL6","hideControls",-1,0,{WORKAROUND_STILLCALL,0}},// happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter
{GID_ECOQUEST2,100,333,0,"showEcorder","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// necessary workaround for our ecorder script patch, because there isn't enough space to patch the function
{GID_SQ4,-1,818,0,"iconTextSwitch","show",-1,0,{WORKAROUND_STILLCALL,0}},// CD: game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack
{GID_SQ4,405,405,0,"swimAfterEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,406,406,0,"egoFollowed","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// FLOPPY: when getting shot by the police - accidental additional parameter specified
{GID_SQ4,406,406,0,"swimAndShoot","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,410,410,0,"swimAfterEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,411,411,0,"swimAndShoot","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,150,150,0,"laserScript","changeState",0xb2,0,{WORKAROUND_STILLCALL,0}},// when visiting the pedestral where Roger Jr. is trapped, before trashing the brain icon in the programming chapter, accidental additional parameter specified - bug #5479
{GID_SQ4,150,150,0,"laserScript","changeState",0x16,0,{WORKAROUND_STILLCALL,0}},// same as above, for the German version - bug #5527
{GID_SQ4,-1,704,0,"shootEgo","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified
{GID_KQ5,-1,981,0,"myWindow","dispose",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when closing any dialog box, accidental additional parameter specified - bug #5031
{GID_KQ5,-1,995,0,"invW","doit",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when closing the inventory window, accidental additional parameter specified
{GID_KQ5,-1,995,0,"","export 0",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when opening the gem pouch, accidental additional parameter specified - bug #5138
{GID_KQ5,-1,403,0,"KQ5Window","dispose",-1,0,{WORKAROUND_STILLCALL,0}},// Happens in the FM Towns version when closing any dialog box, accidental additional parameter specified
{GID_ECOQUEST2,100,333,0,"showEcorder","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// necessary workaround for our ecorder script patch, because there isn't enough space to patch the function
{GID_GK1,50,999,0,"List","eachElementDo",-1,0,{WORKAROUND_FAKE,0}},// GK1 demo, when asking Grace for messages it gets called with an invalid parameter (type "error") - bug #4950
{GID_ISLANDBRAIN,-1,999,0,"List","eachElementDo",-1,0,{WORKAROUND_FAKE,0}},// when going to the game options, choosing "Info" and selecting anything from the list, gets called with an invalid parameter (type "error") - bug #4989
{GID_LAURABOW2,-1,999,0,"","export 6",-1,0,{WORKAROUND_FAKE,0}},// during the intro, when exiting the train (room 160), talking to Mr. Augustini, etc. - bug #4944
{GID_SQ1,-1,999,0,"","export 6",-1,0,{WORKAROUND_FAKE,0}},// during walking Roger around Ulence Flats - bug #6017
{GID_KQ5,-1,937,0,"IconBar","handleEvent",-1,0,{WORKAROUND_IGNORE,0}},// when pressing escape to open the menu, gets called with one parameter instead of 2 - bug #5575
{GID_ECOQUEST,-1,981,0,"SysWindow","open",-1,0,{WORKAROUND_STILLCALL,0}},// EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call - bug #4976
{GID_CNICK_LAURABOW,100,101,0,"dominoes.opt","doit",-1,0,{WORKAROUND_STILLCALL,0}},// When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
{GID_HOYLE3,100,101,0,"dominoes.opt","doit",-1,0,{WORKAROUND_STILLCALL,0}},// When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
{GID_QFG4,100,100,0,"doMovie","changeState",-1,0,{WORKAROUND_IGNORE,0}},// after the Sierra logo, no flags are passed, thus the call is meaningless - bug #4947
{GID_QFG3,830,830,0,"portalOpens","changeState",-1,0,{WORKAROUND_IGNORE,0}},// when the portal appears during the end, gets called with 4 parameters - bug #5174
{GID_CASTLEBRAIN,220,220,0,"robotJokes","animateOnce",-1,0,{WORKAROUND_FAKE,0}},// when trying to view the terminal at the end of the maze without having collected any robot jokes - bug #5127
{GID_ISLANDBRAIN,300,310,0,"childBreed","changeState",0x1c7c,0,{WORKAROUND_FAKE,0}},// when clicking Breed to get the second-generation cyborg hybrid (Standard difficulty), the two parameters are swapped - bug #5088
{GID_MOTHERGOOSE,23,23,0,"talkScript","changeState",-1,0,{WORKAROUND_FAKE,0}},// when talking to the girl in scene 23, there's no destination parameter (script bug - wrong instruction order). The original source is used directly afterwards in kDisplay, to show the girl's text - bug #6485
{GID_QFG2,210,2,0,"","export 21",0xdeb,0,{WORKAROUND_FAKE,0}},// When saying something incorrect at the WIT, an integer is passed instead of a reference - bug #5489
{GID_ECOQUEST,380,61,0,"gotIt","changeState",-1,0,{WORKAROUND_IGNORE,0}},// CD version: after talking to the dolphin the first time, a 3rd parameter is passed by accident
{GID_ECOQUEST,380,69,0,"lookAtBlackBoard","changeState",-1,0,{WORKAROUND_IGNORE,0}},// German version, when closing the blackboard closeup in the dolphin room, a 3rd parameter is passed by accident - bug #5483
{GID_LAURABOW2,-1,-1,0,"sCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// DEMO: during the intro, a 3rd parameter is passed by accident - bug #4966