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authorKari Salminen2008-06-30 18:15:34 +0000
committerKari Salminen2008-06-30 18:15:34 +0000
commite415a97fe53a3eec537d7d67760af45730ec91fd (patch)
treeb50f02c92d1f56d7fa04e7ad50f446bc47dc6e31
parent2ecf8fdbb5a0141ea43a7d2074a2a7356182f12c (diff)
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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.cpp6
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;