SCUMM: Fix text color when Mandible speaks with Goodmold
Script 203 in room 90 only contains two lines, but the second one is missing its color parameter in the original Talkie script.
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1 changed files with 7 additions and 1 deletions
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@ -1830,7 +1830,7 @@ void ScummEngine_v5::o5_resourceRoutines() {
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loadFlObject(getVarOrDirectWord(PARAM_2), resid);
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break;
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// TODO: For the following see also Hibarnatus' information on bug #7315.
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// TODO: For the following see also Hibernatus' information on bug #7315.
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case 32:
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// TODO (apparently never used in FM-TOWNS)
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debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, vm.slot[_currentScript].number);
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@ -2997,6 +2997,12 @@ void ScummEngine_v5::decodeParseString() {
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// herself to bishop Mandible. Of all the places to put
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// a typo...
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printString(textSlot, (const byte *)"I am Chaos.");
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} else if (_game.id == GID_LOOM && _game.version == 4 && _roomResource == 90 &&
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vm.slot[_currentScript].number == 203 && _string[textSlot].color == 0x0F && _enableEnhancements) {
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// WORKAROUND: When Mandible speaks with Goodmold, his second
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// speech line is missing its color parameter.
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_string[textSlot].color = 0x0A;
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printString(textSlot, _scriptPointer);
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} else if (_game.id == GID_INDY4 && _roomResource == 23 && vm.slot[_currentScript].number == 167 &&
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len == 24 && 0==memcmp(_scriptPointer+16, "pregod", 6)) {
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// WORKAROUND for bug #2961.
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