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authorMax Horn2007-09-11 09:20:39 +0000
committerMax Horn2007-09-11 09:20:39 +0000
commit4cc9d17c345883d4a764dd182d5a76167040c888 (patch)
treedfd6619c6779946ae6f9913d3ef98c98c5f22e26 /engines/scumm/actor.cpp
parent4a4fc235f22351331c7c5f33b83303d84622641b (diff)
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Adding various FIXME comments to bogus (non-self-explanatory) existing FIXME comments; and some other related cleanup
svn-id: r28890
Diffstat (limited to 'engines/scumm/actor.cpp')
-rw-r--r--engines/scumm/actor.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index bf8e85bb99..38517c1d69 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -523,7 +523,7 @@ void Actor_v2::walkActor() {
if (_moving & MF_TURN) {
new_dir = updateActorDirection(false);
- // FIXME -- is this correct?
+ // FIXME: is this correct?
if (_facing != new_dir)
setDirection(new_dir);
else
@@ -670,7 +670,7 @@ int Actor::remapDirection(int dir, bool is_walking) {
bool flipX;
bool flipY;
- // FIXME - It seems that at least in The Dig the original code does
+ // FIXME: It seems that at least in The Dig the original code does
// check _ignoreBoxes here. However, it breaks some animations in Loom,
// causing Bobbin to face towards the camera instead of away from it
// in some places: After the tree has been destroyed by lightning, and
@@ -1902,7 +1902,7 @@ void ScummEngine::actorTalk(const byte *msg) {
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
- // FIXME: Workaround for bugs #770039 and #770049
+ // WORKAROUND for bugs #770039 and #770049
if (_game.id == GID_LOOM) {
if (!*_charsetBuffer)
return;