diff options
Diffstat (limited to 'engines/kyra/kyra_v1.h')
-rw-r--r-- | engines/kyra/kyra_v1.h | 19 |
1 files changed, 5 insertions, 14 deletions
diff --git a/engines/kyra/kyra_v1.h b/engines/kyra/kyra_v1.h index 5b4f3385a4..83455f3922 100644 --- a/engines/kyra/kyra_v1.h +++ b/engines/kyra/kyra_v1.h @@ -73,27 +73,21 @@ class KyraMetaEngine; * Kyrandia 2 Russian (no feature request) * Kyrandia 3 Russian (feature request #2812792 "Kyrandia3 Russian") * - * The primary maintainer for the engine is LordHoto, although some parts are maintained by _athrxx. - * If you have questions about parts of the code, the following rough description might help in - * determining who you should ask: - * _athrxx is the maintainer for the Lands of Lore subengine, he also maintains most of the FM-TOWNS - * and PC98 specific code (especially the sound code, also some ingame code) and the Kyrandia 2 - * sequence player code. - * LordHoto is responsible for the rest of the codebase, he also worked on the graphics output for 16 - * color PC98 games. + * The engine is maintained by _athrxx. * * Other people who worked on this engine include cyx, who initially started to work on Kyrandia 1 * support, vinterstum, who did various things for Kyrandia 1 and started to work on the Kyrandia 2 * sequence player code and also on the TIM script code, and eriktorbjorn, who helped out naming * our AdLib player code and also contributed a work around for a music bug in the "Pool of Sorrow" - * scene of Kyrandia 1, which is also present in the original. All three mentioned developers are - * not actively working on KYRA anymore. + * scene of Kyrandia 1, which is also present in the original. LordHoto worked on Kyrandia 1 to 3 + * support and graphics output for 16 color PC98 games and was a maintainer of the Kyrandia part. + * All mentioned developers are not actively working on KYRA anymore. * * The engine is mostly finished code wise. A possible remaining task is proper refactoring, * which might help in reducing binary size and along with it runtime memory use, but of course * might lead to regressions (since the current code makes no problems on our low end ports, it * is pretty minor priority though, since the benefit would be mostly nicer code). The biggest - * task left is the kyra.dat handling, which is currently being revised by LordHoto. + * task left is the kyra.dat handling. * * Games using this engine: * - The Legend of Kyrandia (fully supported, except for Macintosh port, which lacks sound) @@ -343,9 +337,6 @@ protected: virtual void setHandItem(Item item) = 0; virtual void removeHandItem() = 0; - void setDelayedCursorUpdate() { _updateHandItemCursor = true; } - bool _updateHandItemCursor; - // game flags uint8 _flagsTable[100]; // TODO: check this value |