From c60400035a82ccc79475622082aa1e990e27dd44 Mon Sep 17 00:00:00 2001 From: Gregory Montoir Date: Fri, 17 Jun 2005 17:10:54 +0000 Subject: o6_setBlastObjectWindow can be safely ignored svn-id: r18404 --- scumm/script_v6.cpp | 19 +++++++++++-------- 1 file changed, 11 insertions(+), 8 deletions(-) (limited to 'scumm/script_v6.cpp') diff --git a/scumm/script_v6.cpp b/scumm/script_v6.cpp index 986cf79cc4..29f4fc6a80 100644 --- a/scumm/script_v6.cpp +++ b/scumm/script_v6.cpp @@ -2468,15 +2468,18 @@ void ScummEngine_v6::o6_drawBlastObject() { // Set BOMP processing window void ScummEngine_v6::o6_setBlastObjectWindow() { - // TODO - implement this - int a, b, c, d; - - d = pop(); - c = pop(); - b = pop(); - a = pop(); + pop(); + pop(); + pop(); + pop(); - warning("o6_setBlastObjectWindow(%d, %d, %d, %d)", a, b, c, d); + // None of the scripts of The Dig and Full Throttle use this opcode. + // Sam & Max only uses it at the beginning of the highway subgame. In + // the original interpreter pop'ed arguments are just ignored and the + // clipping blastObject window is defined with (0, 0, 320, 200)... + // which matches the screen dimensions and thus, doesn't require + // another clipping operation. + // So, we just handle this as no-op opcode. } void ScummEngine_v6::o6_kernelSetFunctions() { -- cgit v1.2.3