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Comments update.
svn-id: r32801
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@ -1760,6 +1760,12 @@ int16 getZoneFromPositionRaw(byte *page, int16 x, int16 y, int16 width) {
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return zoneVar;
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}
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/*!
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* \todo Check whether updating the zoneQuery table is appropriate every time
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* this function is called because this function is called also from elsewhere
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* than simply o1_checkCollision (e.g. from addAni). In Operation Stealth's
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* disassembly this probably isn't the case, so there may be weird side-effects.
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*/
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int16 checkCollision(int16 objIdx, int16 x, int16 y, int16 numZones, int16 zoneIdx) {
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int16 lx = objectTable[objIdx].x + x;
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int16 ly = objectTable[objIdx].y + y;
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@ -650,8 +650,6 @@ int FWScript::o2_loadBg() {
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return 0;
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}
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/*! \todo Check the current implementation for correctness
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*/
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int FWScript::o2_wasZoneChecked() {
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byte param = getNextByte();
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_compare = (param < NUM_MAX_ZONE && zoneQuery[param]) ? 1 : 0;
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