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authorPaul Gilbert2015-04-30 15:04:08 -1000
committerPaul Gilbert2015-04-30 15:04:08 -1000
commitc4008703d1c20afac1ce60a37fc85b9cd2bba0f8 (patch)
tree214569e60cdda949ae300526928005acc3c19c67
parentd57cb94752c8c833c06bc1ef531f53587ab1df55 (diff)
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SHERLOCK: More descriptive comment for talkTo
-rw-r--r--engines/sherlock/talk.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/engines/sherlock/talk.cpp b/engines/sherlock/talk.cpp
index 5a36303b21..de99fe0e88 100644
--- a/engines/sherlock/talk.cpp
+++ b/engines/sherlock/talk.cpp
@@ -149,9 +149,12 @@ void Talk::setSequences(const byte *talkSequences, const byte *stillSequences, i
}
/**
- * Called when either an NPC initiates a conversation or for inventory item
- * descriptions. It opens up a description window similar to how 'talk' does,
- * but shows a 'reply' directly instead of waiting for a statement option.
+ * Called whenever a conversation or item script needs to be run. For standard conversations,
+ * it opens up a description window similar to how 'talk' does, but shows a 'reply' directly
+ * instead of waiting for a statement option.
+ * @remarks It seems that at some point, all item scripts were set up to use this as well.
+ * In their case, the conversation display is simply suppressed, and control is passed on to
+ * doScript to implement whatever action is required.
*/
void Talk::talkTo(const Common::String &filename) {
Events &events = *_vm->_events;