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JANITORIAL: Clean up some English language
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@ -216,7 +216,7 @@ static inline Bits MakeVolume( Bitu wave, Bitu volume ) {
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#if 0
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//Check if we overflow the 31 shift limit
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if ( exp >= 32 ) {
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LOG_MSG( "WTF %d %d", total, exp );
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LOG_MSG( "Overflow %d %d", total, exp );
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}
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#endif
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return (sig >> exp);
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@ -37,7 +37,7 @@ const char *const kStandardActionOpenMainMenu = "MENU";
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const char *const kStandardActionLoad = "LOAD";
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const char *const kStandardActionSave = "SAVE";
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const char *const kStandardActionOpenSettings = "OPTS";
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const char *const kStandardActionEE = "WTF";
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const char *const kStandardActionEE = "EEKY";
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const char *const kStandardActionCut = "CUT";
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const char *const kStandardActionCopy = "COPY";
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const char *const kStandardActionPaste = "PASTE";
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@ -603,7 +603,7 @@ unsigned char MixColorAlpha (unsigned char fg,unsigned char bg,unsigned char alp
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int out_b = (palette[fg].b>>1) * alpha + (palette[bg].b>>1) * (255 - alpha);
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//unsigned char ralpha = alpha>>2;
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//unsigned char invralpha = 64-ralpha;
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//if (ralpha > alpha) engine->AbortGame ("wtf");
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//if (ralpha > alpha) engine->AbortGame ("oops");
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//int out_r = alphamultiply[(palette[fg].r>>1)][ralpha] + alphamultiply[(palette[bg].r>>1)][(invralpha)];
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//int out_g = alphamultiply[(palette[fg].g)][ralpha] + alphamultiply[(palette[bg].g)][(invralpha)];
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//int out_b = alphamultiply[(palette[fg].b>>1)][ralpha] + alphamultiply[(palette[bg].b>>1)][(invralpha)];
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@ -629,7 +629,7 @@ unsigned char MixColorAdditive (unsigned char fg,unsigned char bg,unsigned char
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int i=0;
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int add_r,add_b,add_g = 0;
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char ralpha = alpha>>2;
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//if (ralpha > alpha) engine->AbortGame ("wtf");
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//if (ralpha > alpha) engine->AbortGame ("oops");
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//add_r = (((palette[fg].r>>1) * (alpha))>>8);
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//add_b = (((palette[fg].b>>1) * (alpha))>>8);
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//add_g = (((palette[fg].g) * (alpha))>>8);
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@ -70,7 +70,7 @@ public:
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}
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//char ralpha = MAX(0,MIN(63,alpha>>2));
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//unsigned char invralpha = 64-ralpha;
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//if (ralpha > alpha) engine->AbortGame ("wtf");
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//if (ralpha > alpha) engine->AbortGame ("oops");
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//int out_r = alphamultiply[((palette[fg].r>>1)<<6) +ralpha] + alphamultiply[((palette[bg].r>>1)<<6) +(invralpha)];
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//int out_g = alphamultiply[((palette[fg].g) <<6) +ralpha] + alphamultiply[((palette[bg].g) <<6) +(invralpha)];
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//int out_b = alphamultiply[((palette[fg].b>>1)<<6) +ralpha] + alphamultiply[((palette[bg].b>>1)<<6) +(invralpha)];
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@ -333,7 +333,6 @@ void maskBgOverlay(int targetBgIdx, const byte *spritePtr, const byte *maskPtr,
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void fadeFromBlack();
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void fadeToBlack();
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// wtf?!
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//void gfxDrawMaskedSprite(byte *param1, byte *param2, byte *param3, byte *param4, int16 param5);
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void gfxWaitVBL();
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void gfxRedrawMouseCursor();
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@ -121,13 +121,13 @@ cGuiGfxElement::~cGuiGfxElement() {
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// Delete all textures / Images
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if (mvImageBufferVec.size() > 0) {
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for (int i = 0; i < (int)mvImageBufferVec.size(); ++i) {
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// Skip for now, memory might be fucked..
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// Skip for now, memory might be go haywire..
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// mpGui->GetResources()->GetImageManager()->Destroy(mvImageBufferVec[i]);
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}
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} else {
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for (int i = 0; i < mlTextureNum; ++i) {
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if (mvImages[i]) {
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// Skip for now, memory might be fucked..
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// Skip for now, memory might go haywire..
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// mpGui->GetResources()->GetImageManager()->Destroy(mvImages[i]);
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} else if (mvTextures[i]) {
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mpGui->GetResources()->GetTextureManager()->Destroy(mvTextures[i]);
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@ -2648,7 +2648,7 @@ __mode_return _player::Player_running() {
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// set anim set
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log->cur_anim_type = __RUN;
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MS->Set_motion(__MOTION_RUN); // wtf is this for?
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MS->Set_motion(__MOTION_RUN); // what is this for?
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MS->Set_can_save(TRUE8); // can save
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// arm?
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@ -1896,7 +1896,7 @@ void WSC::turnTo(const DirectionConstant direction) {
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}
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// fall through
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// FIXME: fall through intentional?
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// clone2727 says: This falls through?!??! WTF?
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// clone2727 says: This falls through?!??!
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case MakeRoomView(kWSC42, kEast):
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_privateFlags.setFlag(kWSCPrivateSinclairOfficeOpenFlag, false);
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setCurrentActivation(kActivationSinclairOfficeLocked);
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@ -114,7 +114,7 @@ void VisualExplodingImage::ExplosionUnit::setExplosionSettings(const Common::Poi
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_speed.setX(cos(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.x);
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_speed.setY(sin(StarkRandomSource->getRandomNumber((float)M_PI * 100)) * (float)amplitude.y);
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// WTF, ensuring all fragments go in the same direction?
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// Really? ensuring all fragments go in the same direction?
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float magnitude = _position.getDistanceTo(_speed);
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_speed -= _position;
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_speed = _speed / _speed.getMagnitude() * -magnitude;
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