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authorGregory Montoir2004-01-10 22:31:41 +0000
committerGregory Montoir2004-01-10 22:31:41 +0000
commit3be8219bd9929b47a8a309d94fa50214c049b6eb (patch)
tree9aa9ba120045fd75a92abdbc0c88406ed0abc906 /queen/walk.cpp
parenta7fe335c82de60a776bf2131c1451acd6f48d435 (diff)
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cleanup
svn-id: r12312
Diffstat (limited to 'queen/walk.cpp')
-rw-r--r--queen/walk.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/queen/walk.cpp b/queen/walk.cpp
index 6bcd0e5146..4bfa62e03f 100644
--- a/queen/walk.cpp
+++ b/queen/walk.cpp
@@ -449,10 +449,10 @@ int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {
int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
- // In order to locate the nearest available area, the original algorithm
- // computes the X (or Y) closest face distance for each available area. We
- // simply added the case where the pointer is neither lying in the X range
- // nor in the Y one.
+ // FIXME - in order to locate the nearest available area, the original
+ // algorithm computes the X (or Y) closest face distance for each available
+ // area. We simply added the case where the pointer is neither lying in the
+ // X range nor in the Y one.
// To get an example of this in action, in the room D1, make Joe walking
// to the wall at the right of the window (just above the radiator). On the
// original game, Joe will go to the left door...