{GID_CAMELOT,92,92,0,"endingCartoon2","changeState",sig_arithmetic_camelot_1,0,0,{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",sig_arithmetic_ecoq2_1,0,0,{WORKAROUND_FAKE,0}},// op_or: when giving the papers to the customs officer, gets called against a pointer instead of a number - bug #4939, Spanish version - bug #5750
{GID_FANMADE,516,983,0,"Wander","setTarget",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_FAKE,1}},// op_add: while bidding in Bridge, an object ("Bid") is added to an object in another segment ("hand3")
{GID_ICEMAN,199,977,0,"Grooper","doit",NULL,0,0,{WORKAROUND_FAKE,0}},// op_add: While dancing with the girl
{GID_MOTHERGOOSE256,-1,999,0,"Event","new",NULL,0,0,{WORKAROUND_FAKE,0}},// op_and: constantly during the game (SCI1 version)
{GID_MOTHERGOOSE256,-1,4,0,"rm004","doit",NULL,0,0,{WORKAROUND_FAKE,0}},// op_or: when going north and reaching the castle (rooms 4 and 37) - bug #5101
{GID_MOTHERGOOSEHIRES,90,90,0,"newGameButton","select",NULL,0,0,{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_PHANTASMAGORIA,902,0,0,"","export 7",NULL,0,0,{WORKAROUND_FAKE,0}},// op_shr: when starting a chapter in Phantasmagoria
{GID_QFG1VGA,301,928,0,"Blink","init",NULL,0,0,{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_QFG2,200,200,0,"astro","messages",NULL,0,0,{WORKAROUND_FAKE,0}},// op_lsi: when getting asked for your name by the astrologer - bug #5152
{GID_QFG3,780,999,0,"","export 6",NULL,0,0,{WORKAROUND_FAKE,0}},// op_add: trying to talk to yourself at the top of the giant tree - bug #6692
{GID_QFG4,710,64941,0,"RandCycle","doit",NULL,0,0,{WORKAROUND_FAKE,1}},// op_gt: when the tentacle appears in the third room of the caves
{GID_TORIN,51400,64928,0,"Blink","init",NULL,0,0,{WORKAROUND_FAKE,1}},// op_div: when Lycentia knocks Torin out after he removes her collar
{GID_CAMELOT,40,40,0,"Rm40","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// when looking at the ground at the pool of Siloam - bug #6401
{GID_CASTLEBRAIN,280,280,0,"programmer","dispatchEvent",NULL,0,0,{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_CASTLEBRAIN,320,325,0,"word","dispatchEvent",NULL,14,15,{WORKAROUND_FAKE,0}},// holding down enter key during the word search puzzle, temp 14 and 15 - bug #9783
{GID_CNICK_KQ,-1,0,1,"Character","say",NULL,504,505,{WORKAROUND_FAKE,0}},// checkers/backgammon, like in hoyle 3 - temps 504 and 505 - bug #6255
{GID_CNICK_KQ,-1,700,0,"gcWindow","open",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when entering the control menu, like in hoyle 3
{GID_CNICK_KQ,300,303,0,"theDoubleCube","<noname520>",NULL,5,5,{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>",NULL,9,9,{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,500,0,1,"<no name>","<noname446>",NULL,504,505,{WORKAROUND_FAKE,0}},// Yacht, like in hoyle 3 - temps 504 and 505 - bug #6424
{GID_CNICK_LAURABOW,-1,700,0,NULL,"open",NULL,-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>",NULL,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",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when changing the "Dominoes per hand" setting - bug #6430
{GID_CNICK_LONGBOW,0,0,0,"RH Budget","init",NULL,1,1,{WORKAROUND_FAKE,0}},// when starting the game
{GID_ECOQUEST,-1,-1,0,NULL,"doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// almost clicking anywhere triggers this in almost all rooms
{GID_FANMADE,516,979,0,"","export 0",NULL,20,20,{WORKAROUND_FAKE,0}},// Happens in Grotesteing after the logos
{GID_FANMADE,528,990,0,"GDialog","doit",NULL,4,4,{WORKAROUND_FAKE,0}},// Happens in Cascade Quest when closing the glossary - bug #5116
{GID_FANMADE,488,1,0,"RoomScript","doit",sig_uninitread_fanmade_1,1,1,{WORKAROUND_FAKE,0}},// Happens in Ocean Battle while playing - bug #5335
{GID_FREDDYPHARKAS,-1,24,0,"gcWin","open",NULL,5,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_FREDDYPHARKAS,-1,31,0,"quitWin","open",NULL,5,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_FREDDYPHARKAS,540,540,0,"WaverCode","init",NULL,0,1,{WORKAROUND_FAKE,0}},// Gun pratice mini-game, all temps - 0+1 - bug #5232
{GID_GK1,-1,64950,-1,"Feature","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// sometimes when walk-clicking
{GID_GK1,-1,64937,-1,"GKControls","dispatchEvent",NULL,6,6,{WORKAROUND_FAKE,0}},// when using keyboard navigation (tab) in the game settings and hitting 'enter' when over a slider
{GID_GK2,-1,11,0,"","export 10",NULL,3,3,{WORKAROUND_FAKE,0}},// called when the game starts
{GID_GK2,-1,11,0,"","export 10",NULL,4,4,{WORKAROUND_FAKE,0}},// called during the game
{GID_HOYLE1,4,104,0,"GinRummyCardList","calcRuns",NULL,4,4,{WORKAROUND_FAKE,0}},// Gin Rummy / right when the game starts
{GID_HOYLE1,5,204,0,"tableau","checkRuns",NULL,2,2,{WORKAROUND_FAKE,0}},// Cribbage / during the game
{GID_HOYLE1,3,16,0,"","export 0",sig_uninitread_hoyle1_1,3,3,{WORKAROUND_FAKE,0}},// Hearts / during the game - bug #5299
{GID_HOYLE1,-1,997,0,"MenuBar","doit",NULL,0,0,{WORKAROUND_FAKE,0}},// When changing game speed settings - bug #5512
{GID_HOYLE3,-1,0,1,"Character","say",NULL,504,505,{WORKAROUND_FAKE,0}},// when starting checkers or dominoes, first time a character says something - temps 504 and 505
{GID_HOYLE3,-1,700,0,"gcWindow","open",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when entering control menu
{GID_HOYLE3,100,100,0,"dominoHand2","cue",NULL,1,1,{WORKAROUND_FAKE,0}},// while playing domino - bug #5042
{GID_HOYLE3,100,110,0,"OKButton","doit",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when changing the "Dominoes per hand" setting - bug #6430
{GID_HOYLE3,300,303,0,"theDoubleCube","make",NULL,5,5,{WORKAROUND_FAKE,0}},// while playing backgammon with doubling enabled
{GID_HOYLE3,300,303,0,"theDoubleCube","accept",NULL,9,9,{WORKAROUND_FAKE,0}},// when accepting a double, while playing backgammon with doubling enabled
{GID_HOYLE4,-1,0,0,NULL,"open",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when selecting "Control" from the menu (temp vars 0-3) - bug #5132
{GID_HOYLE4,910,18,0,NULL,"init",NULL,0,0,{WORKAROUND_FAKE,0}},// during tutorial - bug #5213
{GID_HOYLE4,910,910,0,NULL,"setup",NULL,3,3,{WORKAROUND_FAKE,0}},// when selecting "Tutorial" from the main menu - bug #5132
{GID_HOYLE4,700,700,1,"BridgeHand","calcQTS",NULL,3,3,{WORKAROUND_FAKE,0}},// when placing a bid in bridge (always)
{GID_HOYLE4,700,710,1,"BridgeStrategyPlay","checkSplitTops",NULL,10,10,{WORKAROUND_FAKE,0}},// while playing bridge, objects LeadReturn_Trump, SecondSeat_Trump, ThirdSeat_Trump and others - bug #5794
{GID_HOYLE4,700,-1,1,"BridgeDefense","think",NULL,-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",NULL,3,3,{WORKAROUND_FAKE,0}},// rarely while playing bridge
{GID_HOYLE4,700,-1,1,"Code","doit",NULL,-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_HOYLE4,700,921,0,"Print","addEdit",NULL,0,0,{WORKAROUND_FAKE,118}},// when saving the game (may also occur in other situations) - bug #6601, bug #6614
{GID_HOYLE4,700,921,0,"Print","addEdit",NULL,1,1,{WORKAROUND_FAKE,1}},// see above, Text-control saves its coordinates to temp[0] and temp[1], Edit-control adjusts to those uninitialized temps, who by accident were left over from the Text-control
{GID_HOYLE4,300,300,0,"","export 2",sig_uninitread_hoyle4_1,0,0,{WORKAROUND_FAKE,0}},// after passing around cards in hearts
{GID_HOYLE4,400,400,1,"GinHand","calcRuns",NULL,4,4,{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",NULL,504,504,{WORKAROUND_FAKE,0}},// sometimes while playing Cribbage (e.g. when the opponent says "Last Card") - bug #5662
{GID_HOYLE4,800,870,0,"EuchreStrategy","thinkLead",NULL,0,0,{WORKAROUND_FAKE,0}},// while playing Euchre, happens at least on 2nd or 3rd turn - bug #6602
{GID_HOYLE4,-1,937,0,"IconBar","dispatchEvent",NULL,408,408,{WORKAROUND_FAKE,0}},// pressing ENTER on scoreboard while mouse is not on OK button, may not happen all the time - bug #6603
{GID_HOYLE5,-1,14,-1,NULL,"select",NULL,1,1,{WORKAROUND_FAKE,0}},// dragging the sliders in game settings
{GID_HOYLE5,-1,64937,-1,NULL,"select",NULL,7,7,{WORKAROUND_FAKE,0}},// clicking the "control" and "options" buttons in the icon bar
{GID_HOYLE5,-1,64937,-1,"IconBar","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// clicking on any button in the icon bar
{GID_HOYLE5,300,300,0,"","export 2",sig_uninitread_hoyle5_1,0,0,{WORKAROUND_FAKE,0}},// after passing around cards in hearts
{GID_ISLANDBRAIN,100,937,0,"IconBar","dispatchEvent",NULL,58,58,{WORKAROUND_FAKE,0}},// when using ENTER at the startup menu - bug #5241
{GID_ISLANDBRAIN,140,140,0,"piece","init",NULL,3,3,{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,180,190,0,"word","dispatchEvent",NULL,14,15,{WORKAROUND_FAKE,0}},// holding down enter key during the word search puzzle, temps 14 and 15
{GID_ISLANDBRAIN,200,268,0,"anElement","select",NULL,0,0,{WORKAROUND_FAKE,0}},// elements puzzle, gets used before super TextIcon
{GID_JONES,1,232,0,"weekendText","draw",sig_uninitread_jones_1,0,0,{WORKAROUND_FAKE,0}},// jones/cd only - gets called during the game
//{ GID_KQ5, -1, 0, 0, "", "export 29", NULL, 3, 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_KQ5,25,25,0,"rm025","doit",NULL,0,0,{WORKAROUND_FAKE,0}},// inside witch forest, when going to the room where the walking rock is
{GID_KQ5,55,55,0,"helpScript","doit",NULL,0,0,{WORKAROUND_FAKE,0}},// when giving the tambourine to the monster in the labyrinth (only happens at one of the locations) - bug #5198
{GID_KQ5,-1,755,0,"gcWin","open",NULL,-1,-1,{WORKAROUND_FAKE,0}},// when entering control menu in the FM-Towns version
{GID_KQ6,210,210,0,"rm210","scriptCheck",NULL,0,0,{WORKAROUND_FAKE,1}},// using inventory in that room - bug #4953
{GID_KQ6,500,500,0,"rm500","init",NULL,0,0,{WORKAROUND_FAKE,0}},// going to island of the beast
{GID_KQ6,520,520,0,"rm520","init",NULL,0,0,{WORKAROUND_FAKE,0}},// going to boiling water trap on beast isle
{GID_KQ6,-1,903,0,"controlWin","open",NULL,4,4,{WORKAROUND_FAKE,0}},// when opening the controls window (save, load etc)
{GID_KQ6,-1,907,0,"tomato","doVerb",NULL,2,2,{WORKAROUND_FAKE,0}},// when looking at the rotten tomato in the inventory - bug #5331
{GID_KQ6,-1,928,0,NULL,"startText",NULL,0,0,{WORKAROUND_FAKE,0}},// gets caused by Text+Audio support (see script patcher)
{GID_KQ7,-1,64996,0,"User","handleEvent",NULL,1,1,{WORKAROUND_FAKE,0}},// called when pushing a keyboard key
{GID_KQ7,2450,2450,0,"exBridge","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// called when walking up to the throne in the cave in chapter 2
{GID_KQ7,2450,2450,0,"maliciaComes","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// when malicia appears at the southeast exit of the main chamber near the end of chapter 2
{GID_KQ7,5300,5302,0,"putOnMask","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// in chapter 3, after using the mask on Valanice, click the jackalope hair in inventory - bug Trac#9759
{GID_KQ7,6060,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// after entering the harp crystal in chapter 5
{GID_LAURABOW,37,0,0,"CB1","doit",NULL,1,1,{WORKAROUND_FAKE,0}},// when going up the stairs - bug #5084
{GID_LAURABOW,-1,967,0,"myIcon","cycle",NULL,1,1,{WORKAROUND_FAKE,0}},// having any portrait conversation coming up - initial bug #4971
{GID_LAURABOW2,-1,24,0,"gcWin","open",NULL,5,5,{WORKAROUND_FAKE,0xf}},// is used as priority for game menu
{GID_LAURABOW2,-1,21,0,"dropCluesCode","doit",NULL,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",NULL,6,6,{WORKAROUND_FAKE,0}},// Random actors in museum - bug #5197
{GID_LAURABOW2,240,240,0,"sSteveAnimates","changeState",NULL,0,0,{WORKAROUND_FAKE,0}},// Steve Dorian's idle animation at the docks - bug #5028
{GID_LAURABOW2,-1,928,0,NULL,"startText",NULL,0,0,{WORKAROUND_FAKE,0}},// gets caused by Text+Audio support (see script patcher)
{GID_LIGHTHOUSE,-1,17,0,NULL,"handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// when operating the joystick in the puzzle to lower the bridge at the entrance to the workshop, or the joystick that moves the robotic arm in the mini-sub
{GID_LONGBOW,-1,0,0,"Longbow","restart",NULL,0,0,{WORKAROUND_FAKE,0}},// When canceling a restart game - bug #5244
{GID_LONGBOW,-1,213,0,"clear","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// When giving an answer using the druid hand sign code in any room
{GID_LONGBOW,-1,213,0,"letter","handleEvent",sig_uninitread_longbow_1,1,1,{WORKAROUND_FAKE,0}},// When using the druid hand sign code in any room - bug #5035
{GID_LSL1,250,250,0,"increase","handleEvent",NULL,2,2,{WORKAROUND_FAKE,0}},// casino, playing game, increasing bet
{GID_LSL1,720,720,0,"rm720","init",NULL,0,0,{WORKAROUND_FAKE,0}},// age check room
{GID_LSL2,38,38,0,"cloudScript","changeState",NULL,1,1,{WORKAROUND_FAKE,0}},// entering the room in the middle deck of the ship - bug #5034
{GID_LSL3,340,340,0,"ComicScript","changeState",NULL,-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",NULL,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_LSL6,820,82,0,"","export 0",NULL,0,326,{WORKAROUND_FAKE,0}},// when touching the electric fence (temp 193 for English release, temp 293 for French/German, temp 313 for Spanish - used for setting the loop of the death animation), it's not setting it for this death - bug #5103
{GID_LSL6,-1,85,0,"washcloth","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// washcloth in inventory
{GID_LSL6,-1,928,-1,"Narrator","startText",NULL,0,0,{WORKAROUND_FAKE,0}},// used by various objects that are even translated in foreign versions, that's why we use the base-class
{GID_LSL6HIRES,-1,85,0,"LL6Inv","init",NULL,0,0,{WORKAROUND_FAKE,0}},// when creating a new game
{GID_LSL6HIRES,-1,85,0,"washcloth","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// when interacting with the wet washcloth in the inventory - Trac#9811
{GID_LSL6HIRES,-1,64950,1,"Feature","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// at least when entering swimming pool area
{GID_LSL6HIRES,-1,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// during the game
{GID_LSL7,-1,64029,0,"oMessager","nextMsg",NULL,4,4,{WORKAROUND_FAKE,0}},// when running the game with subtitles only
{GID_LSL7,-1,64017,0,"oFlags","clear",NULL,0,0,{WORKAROUND_FAKE,0}},// demo version, when it starts, and whenever the player chooses to go to the "Strip Liar's Dice" mini game
{GID_LSL7,-1,64017,0,"oActorFlags","clear",NULL,0,0,{WORKAROUND_FAKE,0}},// after an NPC walks off the left side of the screen at the Clothing Optional Pool
{GID_LSL7,-1,64892,0,"oEventHandler","killAllEventHogs",NULL,1,1,{WORKAROUND_FAKE,0}},// when looking at the swordfish in the kitchen
{GID_MOTHERGOOSE256,-1,0,0,"MG","doit",NULL,5,5,{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",NULL,0,0,{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",NULL,65,65,{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",NULL,367,367,{WORKAROUND_FAKE,0}},// At the very end, after the game is completed - bug #5294
{GID_MOTHERGOOSEHIRES,-1,64950,-1,"Feature","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// right when clicking on a child at the start and probably also later
{GID_MOTHERGOOSEHIRES,-1,64950,-1,"View","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// see above
{GID_PEPPER,-1,894,0,"Package","doVerb",NULL,3,3,{WORKAROUND_FAKE,0}},// using the hand on the book in the inventory - bug #5154
{GID_PEPPER,150,928,0,"Narrator","startText",NULL,0,0,{WORKAROUND_FAKE,0}},// happens during the non-interactive demo of Pepper
{GID_PHANTASMAGORIA,-1,64921,-1,"Print","addEdit",NULL,1,1,{WORKAROUND_FAKE,0}},// When trying to use the game debugger's flag setting command
{GID_PHANTASMAGORIA2,-1,64926,-1,"Thumb","action",NULL,1,1,{WORKAROUND_FAKE,0}},// When dragging one of the volume sliders and releasing the mouse button over the +/- buttons
{GID_PQ4,-1,25,0,"iconToggle","select",NULL,1,1,{WORKAROUND_FAKE,0}},// when toggling the icon bar to auto-hide or not
{GID_PQ4,170,170,-1,"hideAndSeek","handleEvent",NULL,1,1,{WORKAROUND_FAKE,0}},// when clicking to move right while still moving left during the Emo shootout - bug #9847
{GID_PQ4,275,64964,-1,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// when Sherry walks out of the morgue on day 3
{GID_PQ4,240,64964,-1,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// when encountering Sherry and the reporter outside the morgue at the end of day 3
{GID_PQ4,2010,2010,-1,"enemyShip1","cantBeHere",NULL,7,7,{WORKAROUND_FAKE,0}},// when crashing into a UFO in the asteroids minigame in the Shortstop Bar
{GID_PQ4,2010,2010,-1,"enemyShip2","cantBeHere",NULL,7,7,{WORKAROUND_FAKE,0}},// when crashing into a UFO in the asteroids minigame in the Shortstop Bar
{GID_PQ4,-1,64950,-1,"Feature","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// floppy: when walking within room 395 (city hall, day 3)
{GID_PQSWAT,-1,64950,0,NULL,"handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// Using any menus in-game
{GID_PQSWAT,-1,73,0,"theLashInterface","transmit",NULL,0,0,{WORKAROUND_FAKE,0}},// Clicking the transmit button in LASH
{GID_PQSWAT,2990,2990,0,"talkToSchienbly","changeState",NULL,1,1,{WORKAROUND_FAKE,0}},// When the video of Schienbly talking for the first time ends
{GID_QFG1,-1,210,0,"Encounter","init",sig_uninitread_qfg1_1,0,0,{WORKAROUND_FAKE,0}},// qfg1/hq1: going to the brigands hideout
{GID_QFG1VGA,16,16,0,"lassoFailed","changeState",NULL,-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",sig_uninitread_qfg1vga_1,0,0,{WORKAROUND_FAKE,0}},// qfg1vga: going to the brigands hideout - bug #5515
{GID_QFG2,-1,71,0,"theInvSheet","doit",NULL,1,1,{WORKAROUND_FAKE,0}},// accessing the inventory
{GID_QFG2,-1,79,0,"TryToMoveTo","onTarget",NULL,0,0,{WORKAROUND_FAKE,0}},// when throwing pot at air elemental, happens when client coordinates are the same as airElemental coordinates. happened to me right after room change - bug #6859
{GID_QFG2,-1,701,-1,"Alley","at",NULL,0,0,{WORKAROUND_FAKE,0}},// when walking inside the alleys in the town - bug #5019 & #5106
{GID_QFG2,-1,990,0,"Restore","doit",NULL,364,364,{WORKAROUND_FAKE,0}},// when pressing enter in restore dialog w/o any saved games present
{GID_QFG2,260,260,0,"abdulS","changeState",sig_uninitread_qfg2_1,-1,-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",sig_uninitread_qfg2_1,-1,-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",NULL,-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",NULL,10,10,{WORKAROUND_FAKE,0}},// Occurs sometimes when reading a sign in Raseir, Shapeir et al - bugs #5627, #5635
{GID_QFG3,510,510,0,"awardPrize","changeState",NULL,0,0,{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",sig_uninitread_qfg3_1,0,0,{WORKAROUND_FAKE,0}},// when importing a character and selecting the previous profession - bug #5163
{GID_QFG3,330,330,-1,"Teller","doChild",NULL,-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",NULL,0,0,{WORKAROUND_FAKE,0}},// in the jungle, after winning any fight, bug #5169
{GID_QFG3,470,470,-1,"rm470","notify",NULL,0,0,{WORKAROUND_FAKE,0}},// closing the character screen in the Simbani village in the room with the bridge, bug #5165
{GID_QFG3,470,470,-1,"<invalid name>","notify",NULL,0,0,{WORKAROUND_FAKE,0}},// same as previous, with rm470::name used for temp storage by fan patches added by GOG
{GID_QFG3,490,490,-1,"computersMove","changeState",NULL,0,0,{WORKAROUND_FAKE,0}},// when finishing awari game, bug #5167
{GID_QFG3,490,490,-1,"computersMove","changeState",sig_uninitread_qfg3_2,4,4,{WORKAROUND_FAKE,0}},// also when finishing awari game
{GID_QFG3,851,32,-1,"ProjObj","doit",NULL,1,1,{WORKAROUND_FAKE,0}},// near the end, when throwing the spear of death, bug #5282
{GID_QFG4,-1,15,-1,"charInitScreen","dispatchEvent",NULL,5,5,{WORKAROUND_FAKE,0}},// floppy version, when viewing the character screen
{GID_QFG4,-1,64917,-1,"controlPlane","setBitmap",NULL,3,3,{WORKAROUND_FAKE,0}},// floppy version, when entering the game menu
{GID_QFG4,-1,64917,-1,"Plane","setBitmap",NULL,3,3,{WORKAROUND_FAKE,0}},// floppy version, happens sometimes in fight scenes
{GID_QFG4,380,80,-1,"myButton","select",NULL,2,2,{WORKAROUND_FAKE,1}},// CD version, when clicking on a puzzle piece for the keyhole scrambled picture puzzle
{GID_QFG4,520,64950,0,"fLake2","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// CD version, at the lake, when meeting the Rusalka and attempting to leave
{GID_QFG4,780,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// CD version, walking down to the monastery basement
{GID_QFG4,800,64950,0,"View","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// CD version, in the room with the spider pillar, when climbing on the pillar
{GID_RAMA,-1,64950,-1,NULL,"handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// When clicking on the main game interface, or the main menu buttons, or mousing over things in the main game window
{GID_RAMA,-1,64923,-1,"Inset","init",NULL,0,0,{WORKAROUND_FAKE,0}},// When receiving a message on the pocket computer at the start of the game
{GID_RAMA,6107,6107,-1,NULL,"doVerb",sig_uninitread_rama_2,0,0,{WORKAROUND_FAKE,0}},// When pressing keys on the final console in the Avian Lair
{GID_RAMA,6110,6110,-1,"securityKeypad","newRoom",sig_uninitread_rama_1,0,0,{WORKAROUND_FAKE,0}},// When entering the correct key combination on the security console in the Avian Lair
{GID_SHIVERS,-1,952,0,"SoundManager","stop",NULL,2,2,{WORKAROUND_FAKE,0}},// Just after Sierra logo
{GID_SHIVERS,-1,64950,0,"Feature","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// When clicking on the locked door at the beginning
{GID_SHIVERS,-1,64950,0,"View","handleEvent",NULL,0,0,{WORKAROUND_FAKE,0}},// When clicking on the gargoyle eye at the beginning
{GID_SHIVERS,20311,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// Just after door puzzle is solved and the metal balls start to roll
{GID_SHIVERS,29260,29260,0,"spMars","handleEvent",NULL,4,4,{WORKAROUND_FAKE,0}},// When clicking mars after seeing fortune to align earth etc...
{GID_SHIVERS,29260,29260,0,"spVenus","handleEvent",NULL,4,4,{WORKAROUND_FAKE,0}},// When clicking venus after seeing fortune to align earth etc...
{GID_SQ1,103,103,0,"hand","internalEvent",NULL,-1,-1,{WORKAROUND_FAKE,0}},// Spanish (and maybe early versions?) only: when moving cursor over input pad, temps 1 and 2
{GID_SQ1,-1,703,0,"","export 1",NULL,0,0,{WORKAROUND_FAKE,0}},// sub that's called from several objects while on sarien battle cruiser
{GID_SQ1,-1,703,0,"firePulsar","changeState",sig_uninitread_sq1_1,0,0,{WORKAROUND_FAKE,0}},// export 1, but called locally (when shooting at aliens)
{GID_SQ4,-1,398,0,"showBox","changeState",NULL,0,0,{WORKAROUND_FAKE,0}},// CD: called when rummaging in Software Excess bargain bin
{GID_SQ4,-1,928,-1,"Narrator","startText",NULL,1000,1000,{WORKAROUND_FAKE,1}},// CD: happens in the options dialog and in-game when speech and subtitles are used simultaneously
{GID_SQ4,395,395,-1,"fromStoreScript","changeState",NULL,0,0,{WORKAROUND_FAKE,0}},// CD: happens when shoplifting in Galaxy Galleria - bug #10229
{GID_SQ4,-1,708,-1,"exitBut","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "close" button in the sq4 hintbook - bug #6447
{GID_SQ4,-1,708,-1,"","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "close" button... in Russian version - bug #5573
{GID_SQ4,-1,708,-1,"prevBut","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "previous" button in the sq4 hintbook - bug #6447
{GID_SQ4,-1,708,-1,"\xA8\xE6\xE3\xAD\xA0\xA7\xA0\xA4.","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "previous" button... in Russian version - bug #5573
{GID_SQ4,-1,708,-1,"nextBut","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "next" button in the sq4 hintbook - bug #6447
{GID_SQ4,-1,708,-1,".","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// Floppy: happens, when looking at the "next" button... in Russian version - bug #5573
{GID_SQ5,201,201,0,"buttonPanel","doVerb",NULL,0,0,{WORKAROUND_FAKE,1}},// when looking at the orange or red button - bug #5112
{GID_SQ6,-1,0,0,"SQ6","init",NULL,2,2,{WORKAROUND_FAKE,0}},// Demo and full version: called when the game starts (demo: room 0, full: room 100)
{GID_SQ6,-1,64950,-1,"Feature","handleEvent",NULL,0,0,{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_SQ6,-1,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// during the game
{GID_SQ6,210,210,0,"buttonSecret","doVerb",NULL,0,0,{WORKAROUND_FAKE,0}},// after winning the first round of stooge fighter 3
{GID_SQ6,-1,64994,-1,"Game","restore",NULL,1,1,{WORKAROUND_FAKE,0}},// When trying to load an invalid save game from the launcher
{GID_SQ6,-1,64921,-1,"Print","addEdit",NULL,1,1,{WORKAROUND_FAKE,0}},// When trying to use the game debugger's flag setting command
{GID_TORIN,-1,64017,0,"oFlags","clear",NULL,0,0,{WORKAROUND_FAKE,0}},// entering Torin's home in the French version
{GID_TORIN,-1,64029,0,"oMessager","nextMsg",NULL,3,3,{WORKAROUND_FAKE,0}},// start of chapter one, or when running with subtitles only
{GID_TORIN,-1,64892,0,"oEventHandler","killAllEventHogs",NULL,1,1,{WORKAROUND_FAKE,0}},// when pressing the hint button when the game is about to transition to a new room (race condition) - Trac#9810
{GID_TORIN,20100,64964,0,"DPath","init",NULL,1,1,{WORKAROUND_FAKE,0}},// going down the cliff at the first screen of chapter 2 (washing area)
{GID_TORIN,61100,64888,0,"Torin","autorestore",NULL,11,11,{WORKAROUND_FAKE,0}},// after attempting to restore a save game saved with the wrong game version
{GID_GK1,302,64918,0,"Str","callKernel",NULL,0,0,{WORKAROUND_FAKE,0}},// when erasing a letter on the wall in St Louis Cemetery
{GID_PHANTASMAGORIA,-1,64918,0,"Str","callKernel",NULL,0,0,{WORKAROUND_FAKE,0}},// when starting a new game and selecting a chapter above 1, or when quitting the chase (in every chase room), or when completing chase successfully
{GID_KQ5,-1,255,0,"deathIcon","setSize",NULL,0,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
{GID_PQ2,-1,255,0,"DIcon","setSize",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when showing picture within windows, called with 2nd/3rd parameters as objects
{GID_SQ1,1,255,0,"DIcon","setSize",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #5049
{GID_PQ2,-1,255,0,"DIcon","setSize",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when showing picture within windows, called with 2nd/3rd parameters as objects
{GID_SQ1,1,255,0,"DIcon","setSize",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// In The Gem Scenario and perhaps other fanmade games, this is called with 2nd/3rd parameters as objects - bug #5144
{GID_LSL6HIRES,-1,94,0,"ll6ControlPanel","init",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when opening the "controls" panel from the main menu, the third argument is missing
{GID_HOYLE4,300,999,0,"handleEventList","delete",NULL,0,0,{WORKAROUND_IGNORE,0}},// restarting hearts, while tray is shown - bug #6604
{GID_HOYLE4,500,999,0,"handleEventList","delete",NULL,0,0,{WORKAROUND_IGNORE,0}},// restarting cribbage, while tray is shown - bug #6604
{GID_HOYLE4,975,999,0,"handleEventList","delete",NULL,0,0,{WORKAROUND_IGNORE,0}},// going back to gamelist from hearts/cribbage, while tray is shown - bug #6604
{GID_FANMADE,-1,994,1,"Game","save",sig_kDeviceInfo_Fanmade_1,0,0,{WORKAROUND_STILLCALL,0}},// In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 01 variant
{GID_FANMADE,-1,994,1,"Game","save",sig_kDeviceInfo_Fanmade_2,0,0,{WORKAROUND_STILLCALL,0}},// In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 0001 variant
{GID_FANMADE,-1,994,0,"Black","save",sig_kDeviceInfo_Fanmade_1,0,0,{WORKAROUND_IGNORE,0}},// In fanmade games (SCI Studio), this is called with one parameter for CurDevice (Black Cauldron Remake)
{GID_FANMADE,-1,994,1,"Game","restore",sig_kDeviceInfo_Fanmade_1,0,0,{WORKAROUND_STILLCALL,0}},// In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 01 variant
{GID_FANMADE,-1,994,1,"Game","restore",sig_kDeviceInfo_Fanmade_2,0,0,{WORKAROUND_STILLCALL,0}},// In fanmade games (SCI Studio), this is called with one parameter for CurDevice LDI 0001 variant
{GID_ISLANDBRAIN,300,300,0,"geneDude","show",NULL,0,0,{WORKAROUND_IGNORE,0}},// when looking at the gene explanation chart - a parameter is an object
{GID_LONGBOW,95,95,0,"countDown","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: during title screen "Robin Hood! Your bow is needed"
{GID_LONGBOW,220,220,0,"moveOn","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: during second room "Outwit and outfight..."
{GID_LONGBOW,210,210,0,"mama","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: during third room "Fall under the spell..."
{GID_LONGBOW,320,320,0,"flyin","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: during fourth room "Conspiracies, love..."
{GID_PQ2,23,23,0,"rm23Script","elements",sig_kDisplay_pq2_1,0,0,{WORKAROUND_IGNORE,0}},// when looking at the 2nd page of files in jail - 0x75 as id - bug #5223
{GID_PQ2,23,23,0,"rm23Script","handleEvent",sig_kDisplay_pq2_1,0,0,{WORKAROUND_IGNORE,0}},// when looking at the 2nd page of file in jail - 0x75 as id - bug #9670
{GID_QFG1,11,11,0,"battle","init",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: When entering battle, 0x75 as id
{GID_SQ4,397,0,0,"","export 12",NULL,0,0,{WORKAROUND_IGNORE,0}},// FLOPPY: when going into the computer store - bug #5227
{GID_SQ4,391,391,0,"doCatalog","changeState",sig_kDisplay_sq4_1,0,0,{WORKAROUND_IGNORE,0}},// CD: clicking on catalog in roboter sale - a parameter is an object
{GID_SQ4,391,391,0,"choosePlug","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// CD: ordering connector in roboter sale - a parameter is an object
{GID_KQ4,4,992,0,"Avoid","doit",NULL,0,0,{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_LAURABOW,777,777,0,"myStab","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: after the will is signed, parameter 0 is an object - bug #4967
{GID_LSL2,-1,54,0,"rm54","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// Amiga: room 55, script tries to kDisposeScript an object (does not happen for DOS) - bug #6818
{GID_MOTHERGOOSEHIRES,37,337,0,"rhymeScript","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// after the rhyme with the king
{GID_QFG1,-1,64,0,"rm64","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// when leaving graveyard, parameter 0 is an object
{GID_SQ4,-1,151,0,"fightScript","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// during fight with Vohaul, parameter 0 is an object, happens in at least room 150
{GID_SQ4,-1,152,0,"driveCloseUp","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// when choosing "beam download", parameter 0 is an object, may happen in room 150 and 900 (900 see bug #9812)
{GID_SQ4,150,152,0,"","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// when choosing "beam download"... in Russian version - bug #5573
{GID_SQ4,900,152,0,"","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// same as above, but for "game over" room
{GID_KQ5,213,989,0,"globalSound3","fade",NULL,0,0,{WORKAROUND_STILLCALL,0}},// english floppy: when bandits leave the secret temple, parameter 4 is an object - bug #5078
{GID_KQ6,105,989,0,"globalSound","fade",NULL,0,0,{WORKAROUND_STILLCALL,0}},// floppy: during intro, parameter 4 is an object
{GID_KQ6,460,989,0,"globalSound2","fade",NULL,0,0,{WORKAROUND_STILLCALL,0}},// after pulling the black widow's web on the isle of wonder, parameter 4 is an object - bug #4954
{GID_QFG4,-1,64989,0,"longSong","fade",NULL,0,0,{WORKAROUND_STILLCALL,0}},// CD version: many places, parameter 4 is an object (longSong)
{GID_SQ5,800,989,0,"sq5Music1","fade",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when cutting the wrong part of Goliath with the laser - bug #6341
{GID_FANMADE,516,992,0,"Motion","init",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{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_TORIN,61000,61000,0,"roSierraLogo","init",NULL,0,0,{WORKAROUND_STILLCALL,0}},// Missing second argument when the game checks for autosave.cat after the Sierra logo
{GID_TORIN,61100,61100,0,"roPickAChapter","init",NULL,0,0,{WORKAROUND_STILLCALL,0}},// Missing second argument when the game checks for autosave.cat after the Sierra logo in the demo
{GID_ECOQUEST2,100,999,0,"myList","contains",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when looking at the gene explanation chart, gets called with 1 extra parameter
{GID_SQ1,43,43,0,"someoneDied","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when ordering beer, gets called with 1 extra parameter
{GID_SQ1,71,71,0,"destroyXenon","changeState",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{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",sig_kGraphSaveBox_ibrain_1,0,0,{WORKAROUND_STILLCALL,0}},// when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack - bug #4943
{GID_ISLANDBRAIN,290,291,0,"downElevator","changeState",sig_kGraphSaveBox_ibrain_1,0,0,{WORKAROUND_STILLCALL,0}},// see above
{GID_ISLANDBRAIN,290,291,0,"correctElevator","changeState",sig_kGraphSaveBox_ibrain_1,0,0,{WORKAROUND_STILLCALL,0}},// see above (when testing the correct solution)
{GID_PQ3,202,202,0,"MapEdit","movePt",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when plotting crimes, gets called with 2 extra parameters - bug #5099
{GID_LSL6,-1,0,0,"LSL6","hideControls",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,405,405,0,"","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air... Russian version - bug #5573
{GID_SQ4,406,406,0,"egoFollowed","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// FLOPPY: when getting shot by the police - accidental additional parameter specified
{GID_SQ4,-1,406,0,"swimAndShoot","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,-1,406,0,"","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air... Russian version - bug #5573 (is for both egoFollowed and swimAndShoot)
{GID_SQ4,410,410,0,"swimAfterEgo","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,410,410,0,"","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air... Russian version - bug #5573
{GID_SQ4,411,411,0,"swimAndShoot","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air - accidental additional parameter specified
{GID_SQ4,411,411,0,"","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// skateOrama when "swimming" in the air... Russian version - bug #5573
{GID_SQ4,150,150,0,"laserScript","changeState",sig_kGraphRedrawBox_sq4_1,0,0,{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, German - bug #5527
{GID_SQ4,150,150,0,"","changeState",sig_kGraphRedrawBox_sq4_1,0,0,{WORKAROUND_STILLCALL,0}},// same as above, for the Russian version - bug #5573
{GID_SQ4,-1,704,0,"shootEgo","changeState",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// Happens in the floppy version, when closing the inventory window, accidental additional parameter specified
{GID_KQ5,-1,995,0,"","export 0",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// necessary workaround for our ecorder script patch, because there isn't enough space to patch the function
{GID_PQ3,202,202,0,"MapEdit","addPt",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when plotting crimes, gets called with 2 extra parameters - bug #5099
{GID_PQ3,202,202,0,"MapEdit","movePt",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when plotting crimes, gets called with 2 extra parameters - bug #5099
{GID_PQ3,202,202,0,"MapEdit","dispose",NULL,0,0,{WORKAROUND_STILLCALL,0}},// when plotting crimes, gets called with 2 extra parameters
{GID_GK1DEMO,50,999,0,"List","eachElementDo",NULL,0,0,{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",NULL,0,0,{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_QFG3,-1,999,0,"List","eachElementDo",NULL,0,0,{WORKAROUND_FAKE,0}},// when asking for something, gets called with type error parameter
{GID_HOYLE5,100,64999,0,"theHands","at",NULL,0,0,{WORKAROUND_FAKE,0}},// After the first hand is dealt in Crazy Eights game in demo, an object is passed instead of a number
{GID_LIGHTHOUSE,24,64999,0,"LightInv","at",NULL,0,0,{WORKAROUND_FAKE,0}},// When taking the car keys from the table at the start of the game
{GID_LAURABOW2,-1,999,0,"","export 6",NULL,0,0,{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",NULL,0,0,{WORKAROUND_FAKE,0}},// during walking Roger around Ulence Flats - bug #6017
{GID_KQ5,-1,937,0,"IconBar","handleEvent",NULL,0,0,{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",NULL,0,0,{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_GK1,370,370,0,"graceComeOut","changeState",NULL,0,0,{WORKAROUND_STILLCALL,0}},// there's an extra parameter in GK1, when changing chapters. This extra parameter seems to be a bug or just unimplemented functionality, as there's no visible change from the original in the chapter change room
{GID_HOYLE5,-1,0,0,"hoyle4","newRoom",NULL,0,0,{WORKAROUND_FAKE,1}},// at the start of the game, incorrectly uses SCI16 calling convention for kPlatform
{GID_TORIN,51400,64928,0,"Blink","init",NULL,0,0,{WORKAROUND_FAKE,0}},// at the end of the game, during the cutscene after touching the collar on Lycentia; Trac#9779
{GID_TORIN,51400,64928,0,"Blink","cycleDone",NULL,0,0,{WORKAROUND_FAKE,0}},// at the end of the game, during the cutscene after touching the collar on Lycentia; Trac#9779
{GID_CNICK_LAURABOW,100,101,0,"dominoes.opt","doit",NULL,0,0,{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",NULL,0,0,{WORKAROUND_STILLCALL,0}},// When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425
{GID_LSL6HIRES,740,740,-1,"myCreditText","handleEvent",sig_kResCheck_lsl6hires_1,0,0,{WORKAROUND_IGNORE,0}},// when clicking quit during the final credits
{GID_QFG4DEMO,100,100,0,"doMovie","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// after the Sierra logo, no flags are passed, thus the call is meaningless - bug #4947
{GID_LSL6,740,740,0,"rm740","drawPic",NULL,0,0,{WORKAROUND_IGNORE,0}},// ending scene, is called with additional 3 (!) parameters
{GID_QFG3,830,830,0,"portalOpens","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// when the portal appears during the end, gets called with 4 parameters - bug #5174
{GID_CASTLEBRAIN,220,220,0,"robotJokes","animateOnce",NULL,0,0,{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",sig_kStrAt_ibrain_1,0,0,{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",NULL,0,0,{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",sig_kStrLen_qfg2_1,0,0,{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",NULL,0,0,{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",NULL,0,0,{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",NULL,0,0,{WORKAROUND_IGNORE,0}},// DEMO: during the intro, a 3rd parameter is passed by accident - bug #4966
{GID_LSL6,130,130,0,"recruitLarryScr","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// during intro, a 3rd parameter is passed by accident
{GID_LSL6,740,740,0,"showCartoon","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// during ending, 4 additional parameters are passed by accident
{GID_LSL6HIRES,740,740,0,"showCartoon","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// during ending, multiple additional parameters are passed by accident
{GID_LSL6HIRES,130,130,0,"recruitLarryScr","changeState",NULL,0,0,{WORKAROUND_IGNORE,0}},// during intro, a 3rd parameter is passed by accident
{GID_SQ1,43,303,0,"slotGuy","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// when leaving ulence flats bar, parameter 1 is not passed - script error
{GID_QFG4,-1,110,0,"dreamer","dispose",NULL,0,0,{WORKAROUND_IGNORE,0}},// during the dream sequence, a 3rd parameter is passed by accident
{GID_PHANTASMAGORIA,45,64907,0,"ScrollableWindow","addString",NULL,0,0,{WORKAROUND_STILLCALL,0}},// ScrollWindow interface passes the last two parameters twice