diff options
| -rw-r--r-- | engines/cine/gfx.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp index 3c47c9ec9c..3198427117 100644 --- a/engines/cine/gfx.cpp +++ b/engines/cine/gfx.cpp @@ -1129,12 +1129,12 @@ void OSRenderer::renderOverlay(const Common::List<overlay>::iterator &it) { maskBgOverlay(_bgTable[it->x].bg, sprite->data(), sprite->_realWidth, sprite->_height, _backBuffer, obj->x, obj->y); break; - // FIXME: Looking at Operation Stealth's disassembly I can't find any codepath that - // will draw a type 21 overlay. But looking at the first arcade sequence's scripts - // it looks like the oxygen gauge meter is implemented using a type 21 overlay. - // So for the time being I'm simply drawing type 21 overlays as type 22 overlays - // and hoping for the best. - // TODO: Check how the original game looks under DOSBox to see if the oxygen gauge works in it + // FIXME: Implement correct drawing of type 21 overlays. + // Type 21 overlays aren't just filled rectangles, I found their drawing routine + // from Operation Stealth's drawSprite routine. So they're likely some kind of sprites + // and it's just a coincidence that the oxygen meter during the first arcade sequence + // works even somehow currently. I tried the original under DOSBox and the oxygen gauge + // is a long red bar that gets shorter as the air runs out. case 21: // A filled rectangle: case 22: |
