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author | md5 | 2011-02-26 18:47:23 +0200 |
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committer | md5 | 2011-02-26 18:47:23 +0200 |
commit | ab256842e4a23acf8de28ea5e74344d47677d029 (patch) | |
tree | d5e40a252742830ea8d6e9ca2468423b07c3fa7b /engines/sci/graphics | |
parent | 49f3f5e1e8a97a30040ba7f604ae32317099910d (diff) | |
download | scummvm-rg350-ab256842e4a23acf8de28ea5e74344d47677d029.tar.gz scummvm-rg350-ab256842e4a23acf8de28ea5e74344d47677d029.tar.bz2 scummvm-rg350-ab256842e4a23acf8de28ea5e74344d47677d029.zip |
SCI: Added a TODO concerning the workaround for SQ1EGA, as we don't know if it happens in the original version
Diffstat (limited to 'engines/sci/graphics')
-rw-r--r-- | engines/sci/graphics/view.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/engines/sci/graphics/view.cpp b/engines/sci/graphics/view.cpp index 9e8cc2ca44..2956ea786e 100644 --- a/engines/sci/graphics/view.cpp +++ b/engines/sci/graphics/view.cpp @@ -326,6 +326,7 @@ const CelInfo *GfxView::getCelInfo(int16 loopNo, int16 celNo) const { // it. We just swap the two cels here in the EGA version, making it behave // like the VGA version, thus the game scripts show the correct loop. Fixes // bug #3044500. Note that the same workaround is in getBitmap(). + // TODO: Check if this issue happens in the original version. if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) { if ((loopNo == 0 || loopNo == 1) && celNo == 0) celNo = 1; |