diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp index c6b3d529dba..9cd7c3ed966 100644 --- a/engines/scumm/script_v5.cpp +++ b/engines/scumm/script_v5.cpp @@ -2377,7 +2377,25 @@ void ScummEngine_v5::o5_verbOps() { vs->origLeft = vs->curRect.left; break; case 6: // SO_VERB_ON - vs->curmode = 1; + // It seems that the Mac version of Indiana Jones and + // the Last Crusade treats the entire inventory as a + // single verb, or at least that's my guess as far as + // script 12 is concerned. In the 256-color DOS + // version (I don't have the EGA version), the script + // enables all inventory verbs, and possibly the + // inventory arrows. Well, that's what the hard-coded + // inventory script does, so this should be fine. + // + // This fixes a problem where if you offer an object + // to someone and then press "Never mind", the next + // time you try you see only one inventory object. + // + // I don't know if it has to be limited to this + // particular script, but that's what I'll do for now. + if (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh && verb == 101 && vm.slot[_currentScript].number == 12) { + inventoryScriptIndy3Mac(); + } else + vs->curmode = 1; break; case 7: // SO_VERB_OFF vs->curmode = 0;