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SCI: Clarify comment from rev 5654e12 further
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@ -345,10 +345,15 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
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musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
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musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
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musicSlot->fadeTicker = 0;
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// TODO: We handle this as a bit field (i.e. containing values 0 and 1),
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// but some games pass other values here as well (e.g. some KQ6 scripts
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// pass 3 here)
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musicSlot->stopAfterFading = (argc == 5) ? (argv[4].toUint16() != 0) : false;
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if (argc == 5) {
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// TODO: We currently treat this argument as a boolean, but may
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// have to handle different non-zero values differently. (e.g.,
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// some KQ6 scripts pass 3 here)
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musicSlot->stopAfterFading = (argv[4].toUint16() != 0);
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} else {
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musicSlot->stopAfterFading = false;
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}
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// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and
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// lighting the lantern, the game scripts perform a fade in of the game
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