remove a former workaround for Amiga MI

svn-id: r43055
This commit is contained in:
Norbert Lange 2009-08-04 20:27:25 +00:00
parent 28210abe77
commit 139fa6ff13
2 changed files with 0 additions and 14 deletions

View File

@ -279,7 +279,6 @@ ScummEngine::ScummEngine(OSystem *syst, const DetectorResult &dr)
_useTalkAnims = false;
_defaultTalkDelay = 0;
_musicType = MDT_NONE;
_tempMusic = 0;
_saveSound = 0;
memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags));
memset(_scaleSlots, 0, sizeof(_scaleSlots));
@ -1266,7 +1265,6 @@ void ScummEngine::setupCostumeRenderer() {
void ScummEngine::resetScumm() {
int i;
_tempMusic = 0;
debug(9, "resetScumm");
if (_game.version == 0) {
@ -1881,17 +1879,6 @@ void ScummEngine::scummLoop(int delta) {
if (_musicEngine) {
// The music engine generates the timer data for us.
VAR(VAR_MUSIC_TIMER) = _musicEngine->getMusicTimer();
} else {
// Used for Money Island 1 (Amiga)
// TODO: The music delay (given in milliseconds) might have to be tuned a little
// to get it correct for all games. Without the ability to watch/listen to the
// original games, I can't do that myself.
const int MUSIC_DELAY = 350;
_tempMusic += delta * 1000 / 60; // Convert delta to milliseconds
if (_tempMusic >= MUSIC_DELAY) {
_tempMusic -= MUSIC_DELAY;
VAR(VAR_MUSIC_TIMER) += 1;
}
}
}

View File

@ -1127,7 +1127,6 @@ protected:
bool _haveActorSpeechMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
int _tempMusic;
int _saveSound;
bool _native_mt32;
bool _enable_gs;