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authormd52011-02-26 18:47:23 +0200
committermd52011-02-26 18:47:23 +0200
commitab256842e4a23acf8de28ea5e74344d47677d029 (patch)
treed5e40a252742830ea8d6e9ca2468423b07c3fa7b /engines
parent49f3f5e1e8a97a30040ba7f604ae32317099910d (diff)
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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')
-rw-r--r--engines/sci/graphics/view.cpp1
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;