Bugfix for hangs on scene changes in Discworld 1 after having loaded a savegame from the GMM when the title screens are displayed
svn-id: r42626
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0e2f267329
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1 changed files with 6 additions and 0 deletions
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@ -84,6 +84,8 @@ extern void syncGlobInfo(Common::Serializer &s);
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// in POLYGONS.C
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// in POLYGONS.C
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extern void syncPolyInfo(Common::Serializer &s);
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extern void syncPolyInfo(Common::Serializer &s);
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extern int sceneCtr;
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//----------------- LOCAL DEFINES --------------------
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//----------------- LOCAL DEFINES --------------------
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struct SaveGameHeader {
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struct SaveGameHeader {
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@ -510,6 +512,10 @@ save_failure:
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void ProcessSRQueue(void) {
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void ProcessSRQueue(void) {
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switch (SRstate) {
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switch (SRstate) {
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case SR_DORESTORE:
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case SR_DORESTORE:
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// If a load has been done directly from title screens, set a larger value for scene ctr so the
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// code used to skip the title screens in Discworld 1 gets properly disabled
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if (sceneCtr < 10) sceneCtr = 10;
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if (DoRestore()) {
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if (DoRestore()) {
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DoRestoreScene(srsd, false);
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DoRestoreScene(srsd, false);
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}
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}
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