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
This commit is contained in:
Paul Gilbert 2009-07-07 07:41:02 +00:00
parent 1e568222e4
commit b50b5ae5a4

View file

@ -815,11 +815,6 @@ int16 Op_AddMessage(void) {
createTextObject(&cellHead, overlayIdx, var_8, var_6, var_4, var_2, color, masterScreen, currentScriptPtr->overlayNumber, currentScriptPtr->scriptNumber);
// WORKAROUND: The first message in the 'shooting cutscene' goes too fast on newer systems,
// so this introduces a delay so the user has more time to read the message
if ((overlayIdx == 46) && (var_8 == 0))
userDelay = 3 * (1000 / GAME_FRAME_DELAY_2);
return 0;
}