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authorGregory Montoir2004-03-07 10:46:02 +0000
committerGregory Montoir2004-03-07 10:46:02 +0000
commitec5f7b87c6097cf600d5e38acaa893337a88baca (patch)
tree96ad86ae1e7e90071d602d87efaf0f772b100927 /queen/command.cpp
parentf1c730d27b39aff8bb08e53abb439807aa590053 (diff)
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cleanup (removed irrevelant comments and useless XXX'ed code)
svn-id: r13214
Diffstat (limited to 'queen/command.cpp')
-rw-r--r--queen/command.cpp11
1 files changed, 0 insertions, 11 deletions
diff --git a/queen/command.cpp b/queen/command.cpp
index 861f7628d6..45366f69d3 100644
--- a/queen/command.cpp
+++ b/queen/command.cpp
@@ -613,18 +613,11 @@ void Command::grabSelectedItem() {
}
void Command::grabSelectedNoun() {
- // if the NOUN has been selected from screen then it is positive
- // otherwise it has been selected from inventory and is negative
- // set PARSE to TRUE, default FALSE if command half complete
- // click object without a command, if DEFAULT then
- // do that, otherwise do a WALK!
-
ObjectData *od = findObjectData(_state.noun);
if (od == NULL || od->name <= 0) {
// selected a turned off object, so just walk
clear(true);
_state.noun = 0;
-// _vm->logic()->newRoom(0);
_vm->logic()->joeWalk(JWM_EXECUTE);
return;
}
@@ -633,15 +626,12 @@ void Command::grabSelectedNoun() {
if (_mouseKey == Input::MOUSE_LBUTTON) {
if ((_state.commandLevel != 2 && _state.action == VERB_NONE) ||
(_state.commandLevel == 2 && _parse)) {
- // action2 > 0 only if command has been constructed
- // lmb pressed, just walk
_state.verb = VERB_WALK_TO;
_state.action = VERB_WALK_TO;
_cmdText.setVerb(VERB_WALK_TO);
}
} else if (_mouseKey == Input::MOUSE_RBUTTON) {
if (_cmdText.isEmpty()) {
- // Ensures that Right Mkey will select correct default
_state.verb = State::findDefaultVerb(od->state);
_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
_cmdText.setVerb(_state.selAction);
@@ -906,7 +896,6 @@ void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) {
if (cmdList->match(action, otherObj, 0)) {
if (cmdList->setConditions) {
CmdGameState *cmdGs = _cmdGameState;
- warning("Command::openOrCloseAssociatedObject() setConditions slot=%d", cmdGs[i].gameStateSlot);
uint16 j;
for (j = 1; j <= _numCmdGameState; ++j) {
if (cmdGs[j].id == i && cmdGs[j].gameStateSlot > 0) {