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BBVS: Remove some debug output
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24fd658795
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@ -541,7 +541,7 @@ void BbvsEngine::updateBackgroundSounds() {
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}
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void BbvsEngine::loadScene(int sceneNum) {
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debug("BbvsEngine::loadScene() sceneNum: %d", sceneNum);
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debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
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Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
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Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
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@ -2144,7 +2144,7 @@ void BbvsEngine::stopSounds() {
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}
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bool BbvsEngine::runMinigame(int minigameNum) {
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debug("BbvsEngine::runMinigame() minigameNum: %d", minigameNum);
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debug(0, "BbvsEngine::runMinigame() minigameNum: %d", minigameNum);
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bool fromMainGame = _currSceneNum != kMainMenu;
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@ -165,14 +165,6 @@ void BbvsEngine::loadgame(const char *filename) {
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obj->walkDestPt.x = in->readUint16LE();
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obj->walkDestPt.y = in->readUint16LE();
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obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
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#if 0
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debug("obj(%d) [%s]:", i, obj->sceneObjectDef->name);
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debug("\tx: %d; y: %d; animIndex: %d", obj->x, obj->y, obj->animIndex);
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debug("\tframeIndex: %d; frameTicks: %d", obj->frameIndex, obj->frameTicks);
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debug("\twalkCount: %d; xIncr: %d; yIncr: %d", obj->walkCount, obj->xIncr, obj->yIncr);
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debug("\tturnValue: %d; turnValue: %d; turnTicks: %d", obj->turnValue, obj->turnCount, obj->turnTicks);
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debug("\twalkDestPt.x: %d; walkDestPt.y: %d", obj->walkDestPt.x, obj->walkDestPt.y);
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#endif
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}
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updateWalkableRects();
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@ -29,7 +29,6 @@
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namespace Bbvs {
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void BbvsEngine::playVideo(int videoNum) {
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debug("BbvsEngine::playVideo() videoNum: %d", videoNum);
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Common::String videoFilename;
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if (videoNum >= 100)
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@ -37,8 +36,6 @@ void BbvsEngine::playVideo(int videoNum) {
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else
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videoFilename = Common::String::format("vid/video%03d.avi", videoNum - 1);
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debug("BbvsEngine::playVideo() videoFilename: %s", videoFilename.c_str());
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// Set the correct video mode
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Common::List<Graphics::PixelFormat> formats;
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// RGB565 16bit
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