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-rw-r--r--engines/cine/gfx.cpp12
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: