JANITORIAL: Update more old bug tracker numbers
I missed the six digit ones and a few others in:
93eeffc84d
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25 changed files with 70 additions and 70 deletions
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@ -399,7 +399,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
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// Thus, we should probably not stop music when restoring from one of
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// these saves. This change stops the Mole Man theme from going quiet in
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// Sam & Max when Doug tells you about the Ball of Twine, as mentioned in
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// patch #886058.
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// patch #8316.
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//
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// If we don't have iMUSE at all we may as well stop the sounds. The previous
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// default behavior here was to stopAllSounds on all state restores.
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@ -465,7 +465,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
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if (_screenTop < 0)
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_screenTop = 0;
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// WORKAROUND bug #795214: For unknown reasons, object 819 sometimes is in
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// WORKAROUND bug #1191: For unknown reasons, object 819 sometimes is in
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// state 1 in old save games, implying it should be drawn. This in turn
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// results in a crash when entering the church, as object 819 is part of the
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// exitof the church and there are no graphics assigned to it.
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@ -1484,7 +1484,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
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syncWithSerializer(s, info);
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// If we are loading, and the music being loaded was supposed to loop
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// forever, then resume playing it. This helps a lot when the audio CD
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// is used to provide ambient music (see bug #788195).
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// is used to provide ambient music (see bug #1150).
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if (s.isLoading() && info.playing && info.numLoops < 0)
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_sound->playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
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}
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@ -1715,7 +1715,7 @@ void ScummEngine::loadResourceOLD(Common::Serializer &ser, ResType type, ResId i
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}
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if (type == rtObjectName && ser.getVersion() >= VER(25)) {
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// Paranoia: We increased the possible number of new names
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// to fix bugs #933610 and #936323. The savegame format
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// to fix bugs #1591 and #1600. The savegame format
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// didn't change, but at least during the transition
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// period there is a slight chance that we try to load
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// more names than we have allocated space for. If so,
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