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author | Kari Salminen | 2008-06-30 18:15:34 +0000 |
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committer | Kari Salminen | 2008-06-30 18:15:34 +0000 |
commit | e415a97fe53a3eec537d7d67760af45730ec91fd (patch) | |
tree | b50f02c92d1f56d7fa04e7ad50f446bc47dc6e31 | |
parent | 2ecf8fdbb5a0141ea43a7d2074a2a7356182f12c (diff) | |
download | scummvm-rg350-e415a97fe53a3eec537d7d67760af45730ec91fd.tar.gz scummvm-rg350-e415a97fe53a3eec537d7d67760af45730ec91fd.tar.bz2 scummvm-rg350-e415a97fe53a3eec537d7d67760af45730ec91fd.zip |
Removed TODO from checkCollision: Updating zoneQuery each time checkCollision is called seems to be fine.
svn-id: r32852
-rw-r--r-- | engines/cine/script_fw.cpp | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/engines/cine/script_fw.cpp b/engines/cine/script_fw.cpp index f84904ccc5..148e673095 100644 --- a/engines/cine/script_fw.cpp +++ b/engines/cine/script_fw.cpp @@ -1760,12 +1760,6 @@ int16 getZoneFromPositionRaw(byte *page, int16 x, int16 y, int16 width) { return zoneVar; } -/*! - * \todo Check whether updating the zoneQuery table is appropriate every time - * this function is called because this function is called also from elsewhere - * than simply o1_checkCollision (e.g. from addAni). In Operation Stealth's - * disassembly this probably isn't the case, so there may be weird side-effects. - */ int16 checkCollision(int16 objIdx, int16 x, int16 y, int16 numZones, int16 zoneIdx) { int16 lx = objectTable[objIdx].x + x; int16 ly = objectTable[objIdx].y + y; |