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author | Filippos Karapetis | 2016-02-20 14:26:20 +0200 |
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committer | Filippos Karapetis | 2016-02-20 14:26:55 +0200 |
commit | 988d5a20511adc5aa5551ea599e0ee56d2699dd5 (patch) | |
tree | 1f54163122ed01a960f4e5f606791d6527682338 | |
parent | 29456da42131aed116910d8b59eedae35752b870 (diff) | |
download | scummvm-rg350-988d5a20511adc5aa5551ea599e0ee56d2699dd5.tar.gz scummvm-rg350-988d5a20511adc5aa5551ea599e0ee56d2699dd5.tar.bz2 scummvm-rg350-988d5a20511adc5aa5551ea599e0ee56d2699dd5.zip |
SCI: Add a better explanation of the visibility code used in GK1
-rw-r--r-- | engines/sci/graphics/screen_item32.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/engines/sci/graphics/screen_item32.cpp b/engines/sci/graphics/screen_item32.cpp index 98d65406a6..58e0a1348a 100644 --- a/engines/sci/graphics/screen_item32.cpp +++ b/engines/sci/graphics/screen_item32.cpp @@ -202,8 +202,11 @@ void ScreenItem::setFromObject(SegManager *segMan, const reg_t object, const boo writeSelectorValue(segMan, object, SELECTOR(priority), _position.y); } - // Check if the entry should be hidden - // TODO: Verify this against disassembly! + // Check if the entry should be hidden (used in GK1, for the inventory items) + // TODO/FIXME: Verify this against disassembly! Check if GK1 checks this selector + // like we do here. The following bit of code is guesswork, but for now it fixes + // the inventory in GK1, and it's really only used in that game (the "visible" + // selector isn't present in any other SCI32 game) if (lookupSelector(segMan, object, SELECTOR(visible), NULL, NULL) != kSelectorNone) { if (readSelectorValue(segMan, object, SELECTOR(visible)) == 0) { _fixPriority = true; |