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authormd52011-04-28 10:21:26 +0300
committermd52011-04-28 10:21:26 +0300
commitd855092f968c555cea4984e937d8badbbde9a50e (patch)
treef999b9ec9096d5884d284d7b6e64aaa98b387153
parentb95ea8dccde620b0a562ef654870b58a4a668b5d (diff)
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SCI: Clarified comment in rev 5654e12
It's a bad idea to write comments when half asleep :P
-rw-r--r--engines/sci/sound/soundcmd.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index c6a7fec8ee..1be16f17fb 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -345,8 +345,9 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
- // TODO: We only handle zero and non-zero parameters, but this parameter
- // can have other values as well (e.g. it's 3 in KQ6).
+ // TODO: We handle this as a bit field (i.e. containing values 0 and 1),
+ // but some games pass other values here as well (e.g. some KQ6 scripts
+ // pass 3 here)
musicSlot->stopAfterFading = (argc == 5) ? (argv[4].toUint16() != 0) : false;
// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and