[Scummvm-cvs-logs] scummvm master -> 988d5a20511adc5aa5551ea599e0ee56d2699dd5
bluegr
bluegr at gmail.com
Sat Feb 20 13:27:44 CET 2016
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:
988d5a2051 SCI: Add a better explanation of the visibility code used in GK1
Commit: 988d5a20511adc5aa5551ea599e0ee56d2699dd5
https://github.com/scummvm/scummvm/commit/988d5a20511adc5aa5551ea599e0ee56d2699dd5
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2016-02-20T14:26:55+02:00
Commit Message:
SCI: Add a better explanation of the visibility code used in GK1
Changed paths:
engines/sci/graphics/screen_item32.cpp
diff --git a/engines/sci/graphics/screen_item32.cpp b/engines/sci/graphics/screen_item32.cpp
index 98d6540..58e0a13 100644
--- a/engines/sci/graphics/screen_item32.cpp
+++ b/engines/sci/graphics/screen_item32.cpp
@@ -202,8 +202,11 @@ void ScreenItem::setFromObject(SegManager *segMan, const reg_t object, const boo
writeSelectorValue(segMan, object, SELECTOR(priority), _position.y);
}
- // Check if the entry should be hidden
- // TODO: Verify this against disassembly!
+ // Check if the entry should be hidden (used in GK1, for the inventory items)
+ // TODO/FIXME: Verify this against disassembly! Check if GK1 checks this selector
+ // like we do here. The following bit of code is guesswork, but for now it fixes
+ // the inventory in GK1, and it's really only used in that game (the "visible"
+ // selector isn't present in any other SCI32 game)
if (lookupSelector(segMan, object, SELECTOR(visible), NULL, NULL) != kSelectorNone) {
if (readSelectorValue(segMan, object, SELECTOR(visible)) == 0) {
_fixPriority = true;
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