[Scummvm-cvs-logs] scummvm master -> 3fb2973ed572f9e116f9710328e090145d85ceef
bluegr
md5 at scummvm.org
Mon Sep 26 14:48:46 CEST 2011
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
3fb2973ed5 AGI: Fixed several incorrect substitutions of "game" with "_game"
Commit: 3fb2973ed572f9e116f9710328e090145d85ceef
https://github.com/scummvm/scummvm/commit/3fb2973ed572f9e116f9710328e090145d85ceef
Author: Filippos Karapetis (md5 at scummvm.org)
Date: 2011-09-26T05:42:31-07:00
Commit Message:
AGI: Fixed several incorrect substitutions of "game" with "_game"
Changed paths:
engines/agi/op_cmd.cpp
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index 07db0ae..72f60e2 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -73,9 +73,9 @@ void cmdDecrement(AgiGame *state, uint8 *p) {
void cmdAssignN(AgiGame *state, uint8 *p) {
_v[p0] = p1;
- // WORKAROUND for a bug in fan _game "Get outta SQ"
+ // WORKAROUND for a bug in fan game "Get outta SQ"
// Total number of points is stored in variable 7, which
- // is then incorrectly assigned to 0. Thus, when the _game
+ // is then incorrectly assigned to 0. Thus, when the game
// is restarted, "Points 0 of 0" is shown. We set the
// variable to the correct value here
// Fixes bug #1942476 - "AGI: Fan(Get Outta SQ) - Score
@@ -184,10 +184,10 @@ void cmdNewRoom(AgiGame *state, uint8 *p) {
// of the copy protection string (Copy protection is in logic.128) was
// left over to the intro scene (Starts with room 73 i.e. logic.073).
// The intro scene checks for any keys pressed and if it finds any it
- // jumps to the _game's start (Room 1 i.e. logic.001). We clear the
+ // jumps to the game's start (Room 1 i.e. logic.001). We clear the
// keyboard buffer when the intro sequence's first room (Room 73) is
// loaded so that no keys from the copy protection scene can be left
- // over to cause the intro to skip to the _game's start.
+ // over to cause the intro to skip to the game's start.
if (getGameID() == GID_GOLDRUSH && p0 == 73)
state->keypress = 0;
}
@@ -275,9 +275,9 @@ void cmdSetPriority(AgiGame *state, uint8 *p) {
// It seems that in this scene, ego's priority is set to 8, but the priority of
// the last dwarf with the soup bowls (view 152) is also set to 8, which causes
// the dwarf to be drawn behind ego
- // With this workaround, when the _game scripts set the priority of view 152
+ // With this workaround, when the game scripts set the priority of view 152
// (seventh dwarf with soup bowls), ego's priority is set to 7
- // The _game script itself sets priotity 8 for ego before she starts walking,
+ // The game script itself sets priotity 8 for ego before she starts walking,
// and then releases the fixed priority set on ego after ego is seated
// Therefore, this workaround only affects that specific part of this scene
// Ego is set to object 19 by script 54
@@ -902,7 +902,7 @@ void cmdDraw(AgiGame *state, uint8 *p) {
state->_vm->_sprites->eraseUpdSprites();
vt.flags |= fDrawn;
- // WORKAROUND: This fixes a bug with AGI Fanmade _game Space Trek.
+ // WORKAROUND: This fixes a bug with AGI Fanmade game Space Trek.
// The original workaround checked if AGI version was <= 2.440, which could
// cause regressions with some AGI games. The original workaround no longer
// works for Space Trek in ScummVM, as all fanmade games are set to use
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