diff options
| -rw-r--r-- | scumm/actor.cpp | 5 | ||||
| -rw-r--r-- | scumm/player_mod.cpp | 2 | ||||
| -rw-r--r-- | scumm/player_v2.cpp | 10 | ||||
| -rw-r--r-- | scumm/script_v2.cpp | 2 | 
4 files changed, 8 insertions, 11 deletions
| diff --git a/scumm/actor.cpp b/scumm/actor.cpp index f0da57d535..34166f86b8 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -589,10 +589,9 @@ void Actor::putActor(int dstX, int dstY, byte newRoom) {  		_vm->stopTalk();  	} -	// HACK: The green transparency of the tank in the Hall of Oddities is +	// WORKAROUND: The green transparency of the tank in the Hall of Oddities is  	// is positioned one pixel too far to the left. This appears to be a  	// bug in the original game as well. -  	if (_vm->_gameId == GID_SAMNMAX && newRoom == 16 && number == 5 && dstX == 235 && dstY == 236)  		dstX++; @@ -1491,8 +1490,6 @@ void Actor::walkActor() {  	Common::Point foundPath;  	if (_vm->_version >= 7) { -		// FIXME - this is kind of a hack right now but it fixes the -		// walk scripts in The Dig.  		if (moving & MF_FROZEN) {  			if (moving & MF_TURN) {  				new_dir = updateActorDirection(false); diff --git a/scumm/player_mod.cpp b/scumm/player_mod.cpp index 64ad8e4eae..4f917072f0 100644 --- a/scumm/player_mod.cpp +++ b/scumm/player_mod.cpp @@ -51,7 +51,7 @@ Player_MOD::Player_MOD(ScummEngine *scumm) {  Player_MOD::~Player_MOD() {  	// Detach the premix callback handler -	_mixer->setupPremix(0, 0); +	_mixer->setupPremix(0);  	for (int i = 0; i < MOD_MAXCHANS; i++) {  		if (!_channels[i].id)  			continue; diff --git a/scumm/player_v2.cpp b/scumm/player_v2.cpp index f9940086e2..bf6bde1f4c 100644 --- a/scumm/player_v2.cpp +++ b/scumm/player_v2.cpp @@ -382,7 +382,7 @@ Player_V2::Player_V2(ScummEngine *scumm, bool pcjr) {  Player_V2::~Player_V2() {  	mutex_up();  	// Detach the premix callback handler -	_mixer->setupPremix(0, 0); +	_mixer->setupPremix(0);  	mutex_down();  	_system->deleteMutex (_mutex);  } @@ -537,10 +537,6 @@ int Player_V2::getSoundStatus(int nr) const {  } -void Player_V2::premix_proc(void *param, int16 *buf, uint len) { -	((Player_V2 *) param)->do_mix(buf, len); -} -  void Player_V2::clear_channel(int i) {  	ChannelInfo *channel = &_channels[i];  	memset(channel, 0, sizeof(ChannelInfo)); @@ -796,6 +792,10 @@ void Player_V2::next_freqs(ChannelInfo *channel) {  	}  } +void Player_V2::premix_proc(void *param, int16 *buf, uint len) { +	((Player_V2 *) param)->do_mix(buf, len); +} +  void Player_V2::do_mix(int16 *data, uint len) {  	mutex_up();  	uint step; diff --git a/scumm/script_v2.cpp b/scumm/script_v2.cpp index 16168acc64..583513c05e 100644 --- a/scumm/script_v2.cpp +++ b/scumm/script_v2.cpp @@ -447,7 +447,7 @@ void ScummEngine_v2::writeVar(uint var, int value) {  	//       script 164. Unfortunatly, when New Kid is reenabled (var[175] = 0) in  	//       script 89, script 164 isn't reran to redraw it. Why? Dunno. Hack? Yes.  	if ((var == 175) && (_gameId == GID_MANIAC) && (vm.slot[_currentScript].number == 89)) -			runScript(164, 0, 0, 0); +		runScript(164, 0, 0, 0);  }  void ScummEngine_v2::getResultPosIndirect() { | 
