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authorFilippos Karapetis2016-02-27 14:40:13 +0200
committerFilippos Karapetis2016-02-27 14:40:13 +0200
commit93e99ba30d97e141bedd1b28aa7aac97faa23c0f (patch)
treec9158ed0d2e10cbf6ed53539badd0e1f54f22c0a
parent08b83455ab331842b2d02d86797c72b4ce964f9e (diff)
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SCI: Remove a TODO in GK1 that has been resolved properly now
-rw-r--r--engines/sci/graphics/screen_item32.cpp17
1 files changed, 0 insertions, 17 deletions
diff --git a/engines/sci/graphics/screen_item32.cpp b/engines/sci/graphics/screen_item32.cpp
index fe995a429a..80d03086ae 100644
--- a/engines/sci/graphics/screen_item32.cpp
+++ b/engines/sci/graphics/screen_item32.cpp
@@ -202,23 +202,6 @@ void ScreenItem::setFromObject(SegManager *segMan, const reg_t object, const boo
writeSelectorValue(segMan, object, SELECTOR(priority), _position.y);
}
- // TODO: At this point (needs checking), GK1 seems to check for the "visible"
- // selector of a plane object. If the object has such a selector, and it's set
- // to 0, then the object should be hidden.
- //
- // This is needed for the inventory in GK1, and seemed to be used only for that
- // game - the "visible" selector isn't present in any other SCI32 game.
- // Possible disabled and unverified code that checks for this follows. This fixes
- // the inventory in GK1. Verify against disassembly!
-#if 0
- if (lookupSelector(segMan, object, SELECTOR(visible), NULL, NULL) != kSelectorNone) {
- if (readSelectorValue(segMan, object, SELECTOR(visible)) == 0) {
- _fixPriority = true;
- _priority = -1;
- }
- }
-#endif
-
_z = readSelectorValue(segMan, object, SELECTOR(z));
_position.y -= _z;