JANITORIAL: Update more old bug tracker numbers

I missed the six digit ones and a few others in:
93eeffc84d
This commit is contained in:
sluicebox 2021-06-07 17:44:05 -06:00
parent 17b125b479
commit 674ed112aa
25 changed files with 70 additions and 70 deletions

View file

@ -399,7 +399,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
// Thus, we should probably not stop music when restoring from one of
// these saves. This change stops the Mole Man theme from going quiet in
// Sam & Max when Doug tells you about the Ball of Twine, as mentioned in
// patch #886058.
// patch #8316.
//
// If we don't have iMUSE at all we may as well stop the sounds. The previous
// default behavior here was to stopAllSounds on all state restores.
@ -465,7 +465,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
if (_screenTop < 0)
_screenTop = 0;
// WORKAROUND bug #795214: For unknown reasons, object 819 sometimes is in
// WORKAROUND bug #1191: For unknown reasons, object 819 sometimes is in
// state 1 in old save games, implying it should be drawn. This in turn
// results in a crash when entering the church, as object 819 is part of the
// exitof the church and there are no graphics assigned to it.
@ -1484,7 +1484,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
syncWithSerializer(s, info);
// If we are loading, and the music being loaded was supposed to loop
// forever, then resume playing it. This helps a lot when the audio CD
// is used to provide ambient music (see bug #788195).
// is used to provide ambient music (see bug #1150).
if (s.isLoading() && info.playing && info.numLoops < 0)
_sound->playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
}
@ -1715,7 +1715,7 @@ void ScummEngine::loadResourceOLD(Common::Serializer &ser, ResType type, ResId i
}
if (type == rtObjectName && ser.getVersion() >= VER(25)) {
// Paranoia: We increased the possible number of new names
// to fix bugs #933610 and #936323. The savegame format
// to fix bugs #1591 and #1600. The savegame format
// didn't change, but at least during the transition
// period there is a slight chance that we try to load
// more names than we have allocated space for. If so,