[Scummvm-cvs-logs] CVS: scummvm/sky logic.cpp,1.79,1.80 screen.h,1.6,1.7

Robert G?ffringmann lavosspawn at users.sourceforge.net
Sun Jun 1 23:49:03 CEST 2003


Update of /cvsroot/scummvm/scummvm/sky
In directory sc8-pr-cvs1:/tmp/cvs-serv29796a/sky

Modified Files:
	logic.cpp screen.h 
Log Message:
forgot to remove debug printfs and to make sequenceRunning volatile.

Index: logic.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sky/logic.cpp,v
retrieving revision 1.79
retrieving revision 1.80
diff -u -d -r1.79 -r1.80
--- logic.cpp	2 Jun 2003 06:42:42 -0000	1.79
+++ logic.cpp	2 Jun 2003 06:48:35 -0000	1.80
@@ -498,7 +498,6 @@
 
 	if ((_compact->extCompact->spTextId == 0xFFFF) && // is this a voc file?
 		(_skySound->speechFinished())) { // finished?
-			printf("weird thing\n");
 
 		_compact->logic = L_SCRIPT; // restart character control
 
@@ -523,7 +522,6 @@
 				_compact->grafixProg = graphixProg;
 			}
 		} else {
-			printf("EOA reached. getTo = %d (%X) frame %X\n",_compact->getToFlag,_compact->getToFlag,_compact->getToFlag>>6);
 			// we ran out of frames, let actor stand still.
 			// TODO: we should improve this and simply restart animation.
 			_compact->frame = _compact->getToFlag;
@@ -2232,7 +2230,6 @@
 
 	animNum += target->extCompact->megaSet / NEXT_MEGA_SET;
 	animNum &= 0xFF;
-	printf("Doing anim %X (%d). %s\n",animNum,animNum,SkyTalkAnims::animTalkTableIsPointer[animNum]?("PTR"):("VAL"));
 	if (SkyTalkAnims::animTalkTableIsPointer[animNum]) //is it a pointer? 
 		animPtr = (uint16 *)SkyTalkAnims::animTalkTablePtr[animNum];
 	else 	//then it must be a value

Index: screen.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sky/screen.h,v
retrieving revision 1.6
retrieving revision 1.7
diff -u -d -r1.6 -r1.7
--- screen.h	2 Jun 2003 06:42:42 -0000	1.6
+++ screen.h	2 Jun 2003 06:48:36 -0000	1.7
@@ -102,7 +102,7 @@
 		uint32 delay;
 		uint8 *seqData;
 		uint8 *seqDataPos;
-		bool running;
+		volatile bool running;
 		bool runningItem; // when playing an item, don't free it afterwards.
 	} _seqInfo;
 





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