{GID_QFG1VGA,301,928,0,"Blink","init",-1,0,{WORKAROUND_FAKE,0}},// when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
{GID_ECOQUEST2,100,0,0,"Rain","points",0xcc6,0,{WORKAROUND_FAKE,0}},// when giving the papers to the customs officer, gets called against a pointer instead of a number
{GID_LSL6,360,938,0,"ROsc","cycleDone",-1,0,{WORKAROUND_FAKE,1}},// when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
{GID_LSL6HIRES,360,64938,0,"ROsc","cycleDone",-1,0,{WORKAROUND_FAKE,1}},// when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
{GID_CNICK_KQ,200,0,1,"Character","<noname 446>",-1,504,{WORKAROUND_FAKE,0}},// checkers, like in hoyle 3
{GID_CNICK_KQ,200,0,1,"Character","<noname 446>",-1,505,{WORKAROUND_FAKE,0}},// checkers, like in hoyle 3
{GID_CNICK_KQ,-1,700,0,"gcWindow","<noname 183>",-1,-1,{WORKAROUND_FAKE,0}},// when entering control menu, like in hoyle 3
{GID_CNICK_LONGBOW,0,0,0,"RH Budget","<noname 110>",-1,1,{WORKAROUND_FAKE,0}},// when starting the game
{GID_FREDDYPHARKAS,-1,24,0,"gcWin","open",-1,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_FREDDYPHARKAS,-1,31,0,"quitWin","open",-1,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_GK1,-1,64950,1,"Feature","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// sometimes when walk-clicking
{GID_GK2,-1,11,0,"","export 10",-1,3,{WORKAROUND_FAKE,0}},// called when the game starts
{GID_GK2,-1,11,0,"","export 10",-1,4,{WORKAROUND_FAKE,0}},// called during the game
{GID_HOYLE1,4,104,0,"GinRummyCardList","calcRuns",-1,4,{WORKAROUND_FAKE,0}},// Gin Rummy / right when the game starts
{GID_HOYLE1,5,204,0,"tableau","checkRuns",-1,2,{WORKAROUND_FAKE,0}},// Cribbage / during the game
{GID_HOYLE3,200,0,1,"Character","say",-1,504,{WORKAROUND_FAKE,0}},// when starting checkers, first time a character says something
{GID_HOYLE3,200,0,1,"Character","say",-1,505,{WORKAROUND_FAKE,0}},// when starting checkers, first time a character says something
{GID_HOYLE3,-1,700,0,"gcWindow","open",-1,-1,{WORKAROUND_FAKE,0}},// when entering control menu
{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_JONES,764,255,0,"","export 0",-1,13,{WORKAROUND_FAKE,0}},// jones/ega&vga only - called when the game starts
{GID_JONES,764,255,0,"","export 0",-1,14,{WORKAROUND_FAKE,0}},// jones/ega&vga only - called when the game starts
{GID_KQ5,-1,0,0,"","export 29",-1,3,{WORKAROUND_FAKE,0}},// called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio
{GID_KQ5,25,25,0,"rm025","doit",-1,0,{WORKAROUND_FAKE,0}},// inside witch forest, when going to the room where the walking rock is
{GID_KQ6,-1,30,0,"rats","changeState",-1,0,{WORKAROUND_FAKE,0}},// rats in the catacombs
{GID_KQ6,210,210,0,"rm210","scriptCheck",-1,0,{WORKAROUND_FAKE,1}},// using inventory in that room
{GID_KQ6,500,500,0,"rm500","init",-1,0,{WORKAROUND_FAKE,0}},// going to island of the beast
{GID_KQ6,520,520,0,"rm520","init",-1,0,{WORKAROUND_FAKE,0}},// going to boiling water trap on beast isle
{GID_KQ6,-1,903,0,"controlWin","open",-1,4,{WORKAROUND_FAKE,0}},// when opening the controls window (save, load etc)
{GID_LAURABOW2,-1,24,0,"gcWin","open",-1,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_LSL1,250,250,0,"increase","handleEvent",-1,2,{WORKAROUND_FAKE,0}},// casino, playing game, increasing bet
{GID_LSL1,720,720,0,"rm720","init",-1,0,{WORKAROUND_FAKE,0}},// age check room
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,200,{WORKAROUND_FAKE,0}},// right after entering the 3 ethnic groups inside comedy club
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,201,{WORKAROUND_FAKE,0}},// see above
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,202,{WORKAROUND_FAKE,0}},// see above
{GID_LSL3,340,340,0,"ComicScript","changeState",-1,203,{WORKAROUND_FAKE,0}},// see above
{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_QFG2,-1,71,0,"theInvSheet","doit",-1,1,{WORKAROUND_FAKE,0}},// accessing the inventory
{GID_SQ1,103,103,0,"hand","internalEvent",-1,1,{WORKAROUND_FAKE,0}},// spanish (and maybe early versions?) only: when moving cursor over input pad
{GID_SQ1,103,103,0,"hand","internalEvent",-1,2,{WORKAROUND_FAKE,0}},// spanish (and maybe early versions?) only: when moving cursor over input pad
{GID_SQ1,-1,703,0,"","export 1",-1,0,{WORKAROUND_FAKE,0}},// sub that's called from several objects while on sarien battle cruiser
{GID_SQ1,-1,703,0,"firePulsar","changeState",0x18a,0,{WORKAROUND_FAKE,0}},// export 1, but called locally (when shooting at aliens)
{GID_SQ4,-1,398,0,"showBox","changeState",-1,0,{WORKAROUND_FAKE,0}},// sq4cd: called when rummaging in Software Excess bargain bin
{GID_SQ4,-1,928,0,"Narrator","startText",-1,1000,{WORKAROUND_FAKE,1}},// sq4cd: method returns this to the caller
{GID_SQ6,100,0,0,"SQ6","init",-1,2,{WORKAROUND_FAKE,0}},// called when the game starts
{GID_SQ6,100,64950,0,"View","handleEvent",-1,0,{WORKAROUND_FAKE,0}},// called when pressing "Start game" in the main menu
{GID_SQ6,-1,64964,0,"DPath","init",-1,1,{WORKAROUND_FAKE,0}},// during the game
{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
{GID_KQ6,740,752,0,"throwDazzle","changeState",-1,0,{WORKAROUND_STILLCALL,0}},// after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed.
{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_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
{GID_ISLANDBRAIN,290,291,0,"downElevator","changeState",0x201f,0,{WORKAROUND_STILLCALL,0}},// see above
{GID_ISLANDBRAIN,290,291,0,"correctElevator","changeState",0x201f,0,{WORKAROUND_STILLCALL,0}},// see above (when testing the correct solution)
{GID_LSL6,-1,85,0,"rScroller","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring (sometimes), same as the one below
{GID_LSL6,-1,85,0,"lScroller","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring (sometimes), same as the one below
{GID_LSL6,-1,86,0,"LL6Inv","show",-1,0,{WORKAROUND_STILLCALL,0}},// happens when restoring, is called with hunk segment, but hunk is not allocated at that time
// ^^ TODO: check, if this is really a script error or an issue with our restore code
{GID_LSL6,-1,86,0,"LL6Inv","hide",-1,0,{WORKAROUND_STILLCALL,0}},// happens during the game, gets called with 1 extra parameter
{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_SQ4,-1,818,0,"iconTextSwitch","show",-1,0,{WORKAROUND_STILLCALL,0}},// 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,"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,-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_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")
{GID_ECOQUEST,-1,981,0,"SysWindow","<noname 178>",-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.
{GID_CASTLEBRAIN,320,377,0,"SWord","upDate",-1,0,{WORKAROUND_IGNORE,0}},// after solving the cross-word-puzzle, trying to unload invalid reference
{GID_CASTLEBRAIN,320,377,0,"theWord","show",-1,0,{WORKAROUND_IGNORE,0}},// 2nd word puzzle, when exiting before solving, trying to unload invalid reference
{GID_LSL6,130,130,0,"recruitLarryScr","changeState",-1,0,{WORKAROUND_IGNORE,0}},// during intro, a 3rd parameter is passed by accident
{GID_LSL6,740,740,0,"showCartoon","changeState",-1,0,{WORKAROUND_IGNORE,0}},// during ending, 4 additional parameters are passed by accident
{GID_LSL6HIRES,130,130,0,"recruitLarryScr","changeState",-1,0,{WORKAROUND_IGNORE,0}},// during intro, a 3rd parameter is passed by accident
{GID_SQ1,43,303,0,"slotGuy","dispose",-1,0,{WORKAROUND_IGNORE,0}},// when leaving ulence flats bar, parameter 1 is not passed - script error
{GID_CAMELOT,921,921,1,"Script","changeState",0x36,0,{WORKAROUND_IGNORE,0}},// DEMO: While showing Camelot (and other places), the reference is invalid
{GID_CAMELOT,921,921,1,"Script","init",0x36,0,{WORKAROUND_IGNORE,0}},// DEMO: When being attacked by the boar (and other places), the reference is invalid