Removed obsolete FIXME comment

svn-id: r10631
This commit is contained in:
Torbjörn Andersson 2003-10-06 07:32:54 +00:00
parent a93f400e94
commit e04c760847

View File

@ -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);