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o6_setBlastObjectWindow can be safely ignored
svn-id: r18404
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@ -2468,15 +2468,18 @@ void ScummEngine_v6::o6_drawBlastObject() {
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// Set BOMP processing window
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void ScummEngine_v6::o6_setBlastObjectWindow() {
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// TODO - implement this
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int a, b, c, d;
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pop();
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pop();
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pop();
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pop();
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d = pop();
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c = pop();
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b = pop();
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a = pop();
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warning("o6_setBlastObjectWindow(%d, %d, %d, %d)", a, b, c, d);
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// None of the scripts of The Dig and Full Throttle use this opcode.
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// Sam & Max only uses it at the beginning of the highway subgame. In
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// the original interpreter pop'ed arguments are just ignored and the
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// clipping blastObject window is defined with (0, 0, 320, 200)...
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// which matches the screen dimensions and thus, doesn't require
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// another clipping operation.
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// So, we just handle this as no-op opcode.
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}
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void ScummEngine_v6::o6_kernelSetFunctions() {
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