mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-19 00:15:30 +00:00
Removed obsolete FIXME comment
svn-id: r10631
This commit is contained in:
parent
a93f400e94
commit
e04c760847
@ -112,7 +112,7 @@ int32 Animate(int32 *params, uint8 reverse_flag) {
|
||||
// This is the start of the anim - set up the first frame
|
||||
|
||||
#ifdef _SWORD2_DEBUG
|
||||
// For testing all anims! (James18apr97)
|
||||
// For testing all anims!
|
||||
// A script loop can send every resource number to the anim
|
||||
// function & it will only run the valid ones. See
|
||||
// 'testing_routines' object in George's Player Character
|
||||
@ -452,11 +452,6 @@ int32 FN_unshaded_sprite(int32 *params) {
|
||||
// 2nd param is a pointer to a null-terminated array of pointers to
|
||||
// _movieTextObject structures
|
||||
|
||||
// FIXME: At the moment, the subtitle sprites and voice-overs are pre-cached.
|
||||
// The code would be much simpler if we simply stored the text/speech ids and
|
||||
// decoded them while the movie is playing. On the other hand, it might slow
|
||||
// down the video playback too much. We'll need to investigate...
|
||||
|
||||
//int32 PlaySmacker(char *filename, _movieTextObject *textObjects[]);
|
||||
|
||||
// typedef struct {
|
||||
@ -722,7 +717,7 @@ int32 FN_play_sequence(int32 *params) {
|
||||
// Write to walkthrough file (zebug0.txt)
|
||||
debug(5, "PLAYING SEQUENCE \"%s\"", filename);
|
||||
|
||||
// now create the text sprites, if any (James27may97)
|
||||
// now create the text sprites, if any
|
||||
|
||||
if (sequenceTextLines)
|
||||
CreateSequenceSpeech(sequenceSpeechArray);
|
||||
@ -768,9 +763,9 @@ int32 FN_play_sequence(int32 *params) {
|
||||
|
||||
// check the error return-value
|
||||
if (rv)
|
||||
debug(5, "PlaySmacker(\"%s\") returned 0x%.8x", filename, rv);
|
||||
debug(5, "MoviePlayer.play(\"%s\") returned 0x%.8x", filename, rv);
|
||||
|
||||
// now clear the text sprites, if any (James27may97)
|
||||
// now clear the text sprites, if any
|
||||
|
||||
if (sequenceTextLines)
|
||||
ClearSequenceSpeech(sequenceSpeechArray);
|
||||
|
Loading…
x
Reference in New Issue
Block a user