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authorFilippos Karapetis2018-12-23 20:55:22 +0200
committerFilippos Karapetis2018-12-23 20:55:22 +0200
commit81288f2cac5773274ba09469552f48b5d3ca696f (patch)
treec42fcbaa6ec1d6b9478c9396aec972ccf13cec44 /engines
parent424e71cfdc4caa342c0f45e987e31a8768efcadd (diff)
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SCI: Fix the wording in some patch comments
Diffstat (limited to 'engines')
-rw-r--r--engines/sci/engine/script_patches.cpp21
1 files changed, 11 insertions, 10 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index 592293ee0e..d6224baa34 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -8077,7 +8077,7 @@ static const uint16 qg4InnPathfindingPatch[] = {
};
// When autosave is enabled, Glory::save() (script 0) deletes savegame files in
-// a loop: while disk space is insufficient for a new save, or while there are
+// a loop, while disk space is insufficient for a new save, or while there are
// 20+ saves. Since ScummVM handles slots differently and allows far more
// slots, this deletes all but the most recent 19 manual saves, merely by
// walking from room to room!
@@ -9013,9 +9013,9 @@ static const uint16 qfg4RestartPatch[] = {
// broadly tolerate nulls. That'd avoid exceptions but wouldn't restore normal
// scaling after a climb.
//
-// As last resort, we simply leave the original scaler on hero, erasing the
-// setScale() call that would freeze hero's size. hero shrinks/grows a little
-// while climbing as a side effect.
+// As a last resort, we simply leave the original scaler on hero, erasing the
+// setScale() call that would freeze hero's size. The hero shrinks/grows a
+// little while climbing as a side effect, but that's barely noticeable.
//
// Applies to at least: English CD, English floppy, German floppy
// Responsible method: sUseTheGrapnel::changeState(5) in script 800
@@ -9044,7 +9044,7 @@ static const SciScriptPatcherEntry qfg4Signatures[] = {
{ true, 0, "fix inventory leaks across restarts", 1, qfg4RestartSignature, qfg4RestartPatch },
{ true, 1, "disable volume reset on startup", 1, sci2VolumeResetSignature, sci2VolumeResetPatch },
{ true, 1, "disable video benchmarking", 1, qfg4BenchmarkSignature, qfg4BenchmarkPatch },
- { true, 7, "fix consecutive moonrises", 1, qfg4MoonriseSignature, qfg4MoonrisePatch },
+ { true, 7, "fix consecutive moon rises", 1, qfg4MoonriseSignature, qfg4MoonrisePatch },
{ true, 10, "fix setLooper calls (2/2)", 2, qg4SetLooperSignature2, qg4SetLooperPatch2 },
{ true, 31, "fix setScaler calls", 1, qfg4SetScalerSignature, qfg4SetScalerPatch },
{ true, 41, "fix conditional void calls", 3, qfg4ConditionalVoidSignature, qfg4ConditionalVoidPatch },
@@ -9091,11 +9091,12 @@ static const SciScriptPatcherEntry qfg4Signatures[] = {
// ===========================================================================
// script 298 of sq4/floppy has an issue. object "nest" uses another property
-// which isn't included in property count. We return 0 in that case, the game
-// adds it to nest::x. The problem is that the script also checks if x exceeds
-// we never reach that of course, so the pterodactyl-flight will go endlessly
-// we could either calculate property count differently somehow fixing this
-// but I think just patching it out is cleaner.
+// which isn't included in property count. We return 0 in that case, so that
+// the game does not increment nest::x. The problem is that the script also
+// checks if x exceeds nest::x. We never reach that of course, so the
+// incorrect property means that the pterodactyl flight will continue
+// endlessly. We could either calculate the property count differently,
+// thereby fixing this bug, but I think that just patching it out is cleaner.
// Fixes bug: #5093
static const uint16 sq4FloppySignatureEndlessFlight[] = {
0x39, 0x04, // pushi 04 (selector x)