diff --git a/engines/zvision/scripting/scr_file_handling.cpp b/engines/zvision/scripting/scr_file_handling.cpp index cfbde110ad03..c8952cde014f 100644 --- a/engines/zvision/scripting/scr_file_handling.cpp +++ b/engines/zvision/scripting/scr_file_handling.cpp @@ -146,9 +146,7 @@ bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::Li // shows a close-up of only the tunnel, instead of showing the entire // booth. However, the scripts that draw the lever in its correct // state do not test this flag, causing it to be drawn when it should - // not be. This bug does not happen in the original game, suggesting - // a ScummVM bug. But I'm not aware of any other such glitches, and it - // still seems like a correct way of working around bug #6770. + // not be. This fixes bug #6770. if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 9536) { Puzzle::CriteriaEntry entry; entry.key = 9404; // me2j_time_tunnel_open