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cleanup
svn-id: r13506
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ecf6976890
commit
2b94290c97
@ -254,8 +254,6 @@ void NutRenderer::drawShadowChar(int c, int x, int y, byte color, bool useMask,
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// This way we achieve the exact look as the original CMI had. However,
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// the question remains whether they did it this way, too, or if there is
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// some "font shadow" resource we don't know yet.
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// One problem remains: the fonts on the save/load screen don't have a
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// shadow. So how do we know whether to draw text with or without shadow?
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int offsetX[7] = { -1, 0, 1, 0, 1, 2, 0 };
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int offsetY[7] = { 0, -1, 0, 1, 2, 1, 0 };
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@ -160,12 +160,6 @@ void ScummEngine::CHARSET_1() {
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_talkDelay = 60;
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if (!_keepText) {
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if (_version <= 3 && _gameId != GID_LOOM) {
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// FIXME: Remove this commented out code eventually
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// if (!_charset->_hasMask)
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// warning("_hasMask mismatch (case C) - please report to Fingolfin");
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// _charset->_hasMask = true;
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}
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_charset->restoreCharsetBg();
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}
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@ -313,10 +307,9 @@ void ScummEngine::CHARSET_1() {
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_charsetBufPos = buffer - _charsetBuffer;
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// FIXME: Remove this and the next three lines eventually!
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// FIXME: Remove this and the next two lines eventually!
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if (_charset->_hasMask != (_charset->_str.left != -1))
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warning("_hasMask mismatch (case A %d) - please report to Fingolfin", _charset->_hasMask);
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// _charset->_hasMask = (_charset->_str.left != -1);
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}
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@ -445,10 +438,9 @@ void ScummEngine::drawString(int a, const byte *msg) {
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_string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning
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if (_version >= 7) {
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// FIXME: Remove this and the next three lines eventually!
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// FIXME: Remove this and the next two lines eventually!
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if (!_charset->_hasMask)
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warning("_hasMask mismatch (case B %d) - please report to Fingolfin", _charset->_hasMask);
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_charset->_hasMask = true;
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}
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}
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