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authorMartin Kiewitz2010-07-20 11:17:33 +0000
committerMartin Kiewitz2010-07-20 11:17:33 +0000
commita24de29358a94941190044aaadaf3d2003486888 (patch)
treec0f8db603d6fe11f151132299691350357ba7370 /engines/sci/sound/soundcmd.cpp
parent35e2c78626b9196bd3c059780e273dd0044c1c26 (diff)
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SCI: renaming kDoSound(resume) to resumeAfterRestore
kDoSound(resumeAfterRestore) is called right after restoring a saved game for sound-sci0 games, we already resume playing music inside restore, so we don't need to implement this at all svn-id: r51058
Diffstat (limited to 'engines/sci/sound/soundcmd.cpp')
-rw-r--r--engines/sci/sound/soundcmd.cpp17
1 files changed, 3 insertions, 14 deletions
diff --git a/engines/sci/sound/soundcmd.cpp b/engines/sci/sound/soundcmd.cpp
index 8e750def4a..8fa60e357b 100644
--- a/engines/sci/sound/soundcmd.cpp
+++ b/engines/sci/sound/soundcmd.cpp
@@ -250,20 +250,9 @@ reg_t SoundCommandParser::kDoSoundPause(int argc, reg_t *argv, reg_t acc) {
}
// SCI0 only command
-reg_t SoundCommandParser::kDoSoundResume(int argc, reg_t *argv, reg_t acc) {
- // this doesn't seem to do what we think it's doing
- // it's called with no arguments at all (just restore a game in qfg1)
- return acc;
- reg_t obj = argv[0];
-
- MusicEntry *musicSlot = _music->getSlot(obj);
- if (!musicSlot) {
- warning("kDoSound(resume):: Slot not found (%04x:%04x)", PRINT_REG(obj));
- return acc;
- }
-
- writeSelectorValue(_segMan, musicSlot->soundObj, SELECTOR(state), kSoundPlaying);
- _music->soundResume(musicSlot);
+// It's called right after restoring a game - it's responsible to kick off playing music again
+// we don't need this at all, so we don't do anything here
+reg_t SoundCommandParser::kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc) {
return acc;
}