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author | Max Horn | 2010-06-18 09:37:06 +0000 |
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committer | Max Horn | 2010-06-18 09:37:06 +0000 |
commit | bb528d894cff2a6e249d6b7fe469fc86f048a894 (patch) | |
tree | 774af1abee315f5f9c4cd8c084be20c7e7f33da1 /engines/sci/engine/kmisc.cpp | |
parent | 8493edf0827f8c931b68ce35fe71718e3a3c176a (diff) | |
download | scummvm-rg350-bb528d894cff2a6e249d6b7fe469fc86f048a894.tar.gz scummvm-rg350-bb528d894cff2a6e249d6b7fe469fc86f048a894.tar.bz2 scummvm-rg350-bb528d894cff2a6e249d6b7fe469fc86f048a894.zip |
SCI: Rewrap some overlong comments
svn-id: r50012
Diffstat (limited to 'engines/sci/engine/kmisc.cpp')
-rw-r--r-- | engines/sci/engine/kmisc.cpp | 35 |
1 files changed, 19 insertions, 16 deletions
diff --git a/engines/sci/engine/kmisc.cpp b/engines/sci/engine/kmisc.cpp index 525f9f5bf4..64da511ca8 100644 --- a/engines/sci/engine/kmisc.cpp +++ b/engines/sci/engine/kmisc.cpp @@ -55,20 +55,22 @@ reg_t kGameIsRestarting(EngineState *s, int argc, reg_t *argv) { uint32 neededSleep = 30; - // WORKAROUND: - // LSL3 calculates a machinespeed variable during game startup (right after the filthy questions) - // This one would go through w/o throttling resulting in having to do 1000 pushups or something - // Another way of handling this would be delaying incrementing of "machineSpeed" selector + // WORKAROUND: LSL3 calculates a machinespeed variable during game startup + // (right after the filthy questions). This one would go through w/o + // throttling resulting in having to do 1000 pushups or something. Another + // way of handling this would be delaying incrementing of "machineSpeed" + // selector. if (g_sci->getGameId() == "lsl3" && s->currentRoomNumber() == 290) s->_throttleTrigger = true; - if (g_sci->getGameId() == "iceman" && s->currentRoomNumber() == 27) { + else if (g_sci->getGameId() == "iceman" && s->currentRoomNumber() == 27) { s->_throttleTrigger = true; neededSleep = 60; } if (s->_throttleTrigger) { - // Some games seem to get the duration of main loop initially and then switch of animations for the whole game - // based on that (qfg2, iceman). We are now running full speed initially to avoid that. + // Some games seem to get the duration of main loop initially and then + // switch of animations for the whole game based on that (qfg2, iceman). + // We are now running full speed initially to avoid that. // It seems like we dont need to do that anymore //if (s->_throttleCounter < 50) { // s->_throttleCounter++; @@ -332,11 +334,12 @@ reg_t kPlatform(EngineState *s, int argc, reg_t *argv) { bool isWindows = g_sci->getPlatform() == Common::kPlatformWindows; if (argc == 0 && getSciVersion() < SCI_VERSION_2) { - // This is called in KQ5CD with no parameters, where it seems to do some graphics - // driver check. This kernel function didn't have subfunctions then. If 0 is - // returned, the game functions normally, otherwise all the animations show up - // like a slideshow (e.g. in the intro). So we return 0. However, the behavior - // changed for kPlatform with no parameters in SCI32. + // This is called in KQ5CD with no parameters, where it seems to do some + // graphics driver check. This kernel function didn't have subfunctions + // then. If 0 is returned, the game functions normally, otherwise all + // the animations show up like a slideshow (e.g. in the intro). So we + // return 0. However, the behavior changed for kPlatform with no + // parameters in SCI32. return NULL_REG; } @@ -375,10 +378,10 @@ reg_t kPlatform(EngineState *s, int argc, reg_t *argv) { } reg_t kEmpty(EngineState *s, int argc, reg_t *argv) { - // Placeholder for empty kernel functions which are still called from the engine - // scripts (like the empty kSetSynonyms function in SCI1.1). This differs from - // dummy functions because it does nothing and never throws a warning when it's - // called + // Placeholder for empty kernel functions which are still called from the + // engine scripts (like the empty kSetSynonyms function in SCI1.1). This + // differs from dummy functions because it does nothing and never throws a + // warning when it is called. return s->r_acc; } |