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authorTorbjörn Andersson2003-10-06 07:32:54 +0000
committerTorbjörn Andersson2003-10-06 07:32:54 +0000
commite04c7608478b0cc54ebc5b7b26e3891066e61b40 (patch)
treee98282faaf0b5a75672b3e02bb8990f4a4680f19 /sword2
parenta93f400e94c0b168371c52c2542db4881f61e5b3 (diff)
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Removed obsolete FIXME comment
svn-id: r10631
Diffstat (limited to 'sword2')
-rw-r--r--sword2/anims.cpp13
1 files changed, 4 insertions, 9 deletions
diff --git a/sword2/anims.cpp b/sword2/anims.cpp
index eeaf5b7a76..9ef4f83e1c 100644
--- a/sword2/anims.cpp
+++ b/sword2/anims.cpp
@@ -112,7 +112,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) {
// This is the start of the anim - set up the first frame
#ifdef _SWORD2_DEBUG
- // For testing all anims! (James18apr97)
+ // For testing all anims!
// A script loop can send every resource number to the anim
// function & it will only run the valid ones. See
// 'testing_routines' object in George's Player Character
@@ -452,11 +452,6 @@ int32 FN_unshaded_sprite(int32 *params) {
// 2nd param is a pointer to a null-terminated array of pointers to
// _movieTextObject structures
-// FIXME: At the moment, the subtitle sprites and voice-overs are pre-cached.
-// The code would be much simpler if we simply stored the text/speech ids and
-// decoded them while the movie is playing. On the other hand, it might slow
-// down the video playback too much. We'll need to investigate...
-
//int32 PlaySmacker(char *filename, _movieTextObject *textObjects[]);
// typedef struct {
@@ -722,7 +717,7 @@ int32 FN_play_sequence(int32 *params) {
// Write to walkthrough file (zebug0.txt)
debug(5, "PLAYING SEQUENCE \"%s\"", filename);
- // now create the text sprites, if any (James27may97)
+ // now create the text sprites, if any
if (sequenceTextLines)
CreateSequenceSpeech(sequenceSpeechArray);
@@ -768,9 +763,9 @@ int32 FN_play_sequence(int32 *params) {
// check the error return-value
if (rv)
- debug(5, "PlaySmacker(\"%s\") returned 0x%.8x", filename, rv);
+ debug(5, "MoviePlayer.play(\"%s\") returned 0x%.8x", filename, rv);
- // now clear the text sprites, if any (James27may97)
+ // now clear the text sprites, if any
if (sequenceTextLines)
ClearSequenceSpeech(sequenceSpeechArray);