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SCI: Remove multibyte character processing code from SCI32
There are no Japanese/PC-98 SCI32 games, so this code is not needed
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@ -165,7 +165,7 @@ reg_t GfxText32::createTextBitmapInternal(Common::String &text, reg_t textObject
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warning("Invalid alignment %d used in TextBox()", alignment);
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}
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unsigned char curChar;
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byte curChar;
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for (int i = 0; i < charCount; i++) {
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curChar = txt[i];
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@ -174,7 +174,6 @@ reg_t GfxText32::createTextBitmapInternal(Common::String &text, reg_t textObject
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case 0x0A:
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case 0x0D:
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case 0:
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case 0x9781: // this one is used by SQ4/japanese as line break as well
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break;
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case 0x7C:
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warning("Code processing isn't implemented in SCI32");
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@ -317,7 +316,7 @@ void GfxText32::StringWidth(const char *str, GuiResourceId fontId, int16 &textWi
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}
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void GfxText32::Width(const char *text, int16 from, int16 len, GuiResourceId fontId, int16 &textWidth, int16 &textHeight, bool restoreFont) {
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uint16 curChar;
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byte curChar;
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textWidth = 0; textHeight = 0;
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GfxFont *font = _cache->getFont(fontId);
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@ -329,7 +328,6 @@ void GfxText32::Width(const char *text, int16 from, int16 len, GuiResourceId fon
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switch (curChar) {
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case 0x0A:
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case 0x0D:
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case 0x9781: // this one is used by SQ4/japanese as line break as well
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textHeight = MAX<int16> (textHeight, font->getHeight());
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break;
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case 0x7C:
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