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authorMax Horn2004-10-11 22:27:26 +0000
committerMax Horn2004-10-11 22:27:26 +0000
commit42863d5cc24a89e955b91804cdfbafeeb8dd404b (patch)
treefa2df482a134ebc6d648be261034a2329143850a
parentbdf66b1a072b93bfb128f7a6368b500b81d0036f (diff)
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cleanup / updated some comments
svn-id: r15524
-rw-r--r--scumm/actor.cpp5
-rw-r--r--scumm/player_mod.cpp2
-rw-r--r--scumm/player_v2.cpp10
-rw-r--r--scumm/script_v2.cpp2
4 files changed, 8 insertions, 11 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index f0da57d535..34166f86b8 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -589,10 +589,9 @@ void Actor::putActor(int dstX, int dstY, byte newRoom) {
_vm->stopTalk();
}
- // HACK: The green transparency of the tank in the Hall of Oddities is
+ // WORKAROUND: The green transparency of the tank in the Hall of Oddities is
// is positioned one pixel too far to the left. This appears to be a
// bug in the original game as well.
-
if (_vm->_gameId == GID_SAMNMAX && newRoom == 16 && number == 5 && dstX == 235 && dstY == 236)
dstX++;
@@ -1491,8 +1490,6 @@ void Actor::walkActor() {
Common::Point foundPath;
if (_vm->_version >= 7) {
- // FIXME - this is kind of a hack right now but it fixes the
- // walk scripts in The Dig.
if (moving & MF_FROZEN) {
if (moving & MF_TURN) {
new_dir = updateActorDirection(false);
diff --git a/scumm/player_mod.cpp b/scumm/player_mod.cpp
index 64ad8e4eae..4f917072f0 100644
--- a/scumm/player_mod.cpp
+++ b/scumm/player_mod.cpp
@@ -51,7 +51,7 @@ Player_MOD::Player_MOD(ScummEngine *scumm) {
Player_MOD::~Player_MOD() {
// Detach the premix callback handler
- _mixer->setupPremix(0, 0);
+ _mixer->setupPremix(0);
for (int i = 0; i < MOD_MAXCHANS; i++) {
if (!_channels[i].id)
continue;
diff --git a/scumm/player_v2.cpp b/scumm/player_v2.cpp
index f9940086e2..bf6bde1f4c 100644
--- a/scumm/player_v2.cpp
+++ b/scumm/player_v2.cpp
@@ -382,7 +382,7 @@ Player_V2::Player_V2(ScummEngine *scumm, bool pcjr) {
Player_V2::~Player_V2() {
mutex_up();
// Detach the premix callback handler
- _mixer->setupPremix(0, 0);
+ _mixer->setupPremix(0);
mutex_down();
_system->deleteMutex (_mutex);
}
@@ -537,10 +537,6 @@ int Player_V2::getSoundStatus(int nr) const {
}
-void Player_V2::premix_proc(void *param, int16 *buf, uint len) {
- ((Player_V2 *) param)->do_mix(buf, len);
-}
-
void Player_V2::clear_channel(int i) {
ChannelInfo *channel = &_channels[i];
memset(channel, 0, sizeof(ChannelInfo));
@@ -796,6 +792,10 @@ void Player_V2::next_freqs(ChannelInfo *channel) {
}
}
+void Player_V2::premix_proc(void *param, int16 *buf, uint len) {
+ ((Player_V2 *) param)->do_mix(buf, len);
+}
+
void Player_V2::do_mix(int16 *data, uint len) {
mutex_up();
uint step;
diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp
index 16168acc64..583513c05e 100644
--- a/scumm/script_v2.cpp
+++ b/scumm/script_v2.cpp
@@ -447,7 +447,7 @@ void ScummEngine_v2::writeVar(uint var, int value) {
// script 164. Unfortunatly, when New Kid is reenabled (var[175] = 0) in
// script 89, script 164 isn't reran to redraw it. Why? Dunno. Hack? Yes.
if ((var == 175) && (_gameId == GID_MANIAC) && (vm.slot[_currentScript].number == 89))
- runScript(164, 0, 0, 0);
+ runScript(164, 0, 0, 0);
}
void ScummEngine_v2::getResultPosIndirect() {