diff --git a/scumm/nut_renderer.cpp b/scumm/nut_renderer.cpp index 2bf61d05a97..d99d61f1a05 100644 --- a/scumm/nut_renderer.cpp +++ b/scumm/nut_renderer.cpp @@ -254,8 +254,6 @@ void NutRenderer::drawShadowChar(int c, int x, int y, byte color, bool useMask, // This way we achieve the exact look as the original CMI had. However, // the question remains whether they did it this way, too, or if there is // some "font shadow" resource we don't know yet. - // One problem remains: the fonts on the save/load screen don't have a - // shadow. So how do we know whether to draw text with or without shadow? int offsetX[7] = { -1, 0, 1, 0, 1, 2, 0 }; int offsetY[7] = { 0, -1, 0, 1, 2, 1, 0 }; diff --git a/scumm/string.cpp b/scumm/string.cpp index 1d5981cb489..285d5cb6ebc 100644 --- a/scumm/string.cpp +++ b/scumm/string.cpp @@ -160,12 +160,6 @@ void ScummEngine::CHARSET_1() { _talkDelay = 60; if (!_keepText) { - if (_version <= 3 && _gameId != GID_LOOM) { -// FIXME: Remove this commented out code eventually -// if (!_charset->_hasMask) -// warning("_hasMask mismatch (case C) - please report to Fingolfin"); -// _charset->_hasMask = true; - } _charset->restoreCharsetBg(); } @@ -313,10 +307,9 @@ void ScummEngine::CHARSET_1() { _charsetBufPos = buffer - _charsetBuffer; - // FIXME: Remove this and the next three lines eventually! + // FIXME: Remove this and the next two lines eventually! if (_charset->_hasMask != (_charset->_str.left != -1)) warning("_hasMask mismatch (case A %d) - please report to Fingolfin", _charset->_hasMask); -// _charset->_hasMask = (_charset->_str.left != -1); } @@ -445,10 +438,9 @@ void ScummEngine::drawString(int a, const byte *msg) { _string[a].xpos = _charset->_str.right + 8; // Indy3: Fixes Grail Diary text positioning if (_version >= 7) { - // FIXME: Remove this and the next three lines eventually! + // FIXME: Remove this and the next two lines eventually! if (!_charset->_hasMask) warning("_hasMask mismatch (case B %d) - please report to Fingolfin", _charset->_hasMask); - _charset->_hasMask = true; } }