From 9fecbe58a1f99edc0dc067564e4fd53730faa933 Mon Sep 17 00:00:00 2001 From: Martin Kiewitz Date: Wed, 3 Feb 2016 01:03:40 +0100 Subject: [PATCH] AGI: Remove Gold Rush workaround, no longer needed --- engines/agi/op_cmd.cpp | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index 46a27d3c8dc1..cf1c19a1df28 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -263,18 +263,6 @@ void cmdNewRoom(AgiGame *state, AgiEngine *vm, uint8 *parameter) { uint16 newRoomNr = parameter[0]; state->_vm->newRoom(newRoomNr); - - // WORKAROUND: Works around intro skipping bug (#1737343) in Gold Rush. - // Intro was skipped because the enter-keypress finalizing the entering - // of the copy protection string (Copy protection is in logic.128) was - // left over to the intro scene (Starts with room 73 i.e. logic.073). - // The intro scene checks for any keys pressed and if it finds any it - // jumps to the game's start (Room 1 i.e. logic.001). We clear the - // keyboard buffer when the intro sequence's first room (Room 73) is - // loaded so that no keys from the copy protection scene can be left - // over to cause the intro to skip to the game's start. - if (getGameID() == GID_GOLDRUSH && newRoomNr == 73) - state->keypress = 0; } void cmdNewRoomF(AgiGame *state, AgiEngine *vm, uint8 *parameter) {