o6_setBlastObjectWindow can be safely ignored

svn-id: r18404
This commit is contained in:
Gregory Montoir 2005-06-17 17:10:54 +00:00
parent 37f90ff1fc
commit c60400035a

View File

@ -2468,15 +2468,18 @@ void ScummEngine_v6::o6_drawBlastObject() {
// Set BOMP processing window
void ScummEngine_v6::o6_setBlastObjectWindow() {
// TODO - implement this
int a, b, c, d;
pop();
pop();
pop();
pop();
d = pop();
c = pop();
b = pop();
a = pop();
warning("o6_setBlastObjectWindow(%d, %d, %d, %d)", a, b, c, d);
// None of the scripts of The Dig and Full Throttle use this opcode.
// Sam & Max only uses it at the beginning of the highway subgame. In
// the original interpreter pop'ed arguments are just ignored and the
// clipping blastObject window is defined with (0, 0, 320, 200)...
// which matches the screen dimensions and thus, doesn't require
// another clipping operation.
// So, we just handle this as no-op opcode.
}
void ScummEngine_v6::o6_kernelSetFunctions() {