971 | | doCommand_internal(p[0], p[1], p[2], p[3], p[4], p[5], p[6], 0); |
| 973 | // WORKAROUND for bug #1324106. When playing the "flourishes" |
| 974 | // as Rapp's body appears from his ashes, MI2 sets up a trigger |
| 975 | // to pause the music, in case the animation plays too slowly, |
| 976 | // and then the music is manually unpaused for the next part of |
| 977 | // the animation. |
| 978 | // |
| 979 | // However, with ScummVM the animation finishes slightly too |
| 980 | // quickly instead, and the pause command is run *after* the |
| 981 | // unpause, so the whole thing is thrown out of sync. I think |
| 982 | // we can assume that any platform running ScummVM is fast |
| 983 | // enough to keep up with the animation here, so ignore the |
| 984 | // pause command. |
| 985 | // |
| 986 | // Since setting up a trigger is a multi-step operation (first |
| 987 | // the trigger, and then the commands), it's probably easiest |
| 988 | // to catch it here. |