Removed the shooting workaround delay - the overlay number can vary, so it isn't a reliable way of identifying the specific message
svn-id: r42205
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1 changed files with 0 additions and 5 deletions
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@ -815,11 +815,6 @@ int16 Op_AddMessage(void) {
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createTextObject(&cellHead, overlayIdx, var_8, var_6, var_4, var_2, color, masterScreen, currentScriptPtr->overlayNumber, currentScriptPtr->scriptNumber);
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// WORKAROUND: The first message in the 'shooting cutscene' goes too fast on newer systems,
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// so this introduces a delay so the user has more time to read the message
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if ((overlayIdx == 46) && (var_8 == 0))
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userDelay = 3 * (1000 / GAME_FRAME_DELAY_2);
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return 0;
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}
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