From a506a8f7eb7d5d4897afda90bb0c5501c0d556ab Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Torbj=C3=B6rn=20Andersson?= Date: Sun, 14 Jan 2018 18:05:32 +0100 Subject: [PATCH] ZVISION: Clarified comment for workaround for bug #6770 I should have done this before it was merged, but I completely forgot that dafioram had verified that the bug *does* in fact happen in the original game as well. --- engines/zvision/scripting/scr_file_handling.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) 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