Started using game-specific flags and removed/replaced some SCI version checks with flags.
- The SCI0 new script header and the angles check have been replaced by the GF_SCI0_OLD flag - The SCI0 new drawpic parameter and the new priority check have been replaced by the GF_SCI0_OLDGFXFUNCS flag - Removed the code which retries to use the newer script header in SCI0 games if the detected one is wrong, as that case should be covered by the GF_SCI0_OLD flag - Removed the leftover min_version and max_version variables from gamestate - Cleaned up kGetTime() a bit svn-id: r40552
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parent
2ca7605050
commit
999d46b241
17 changed files with 80 additions and 167 deletions
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@ -513,9 +513,9 @@ static SegmentId find_unique_seg_by_type(SegManager *self, int type) {
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}
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static byte *find_unique_script_block(EngineState *s, byte *buf, int type) {
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int magic_pos_adder = s->version >= SCI_VERSION_FTU_NEW_SCRIPT_HEADER ? 0 : 2;
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if (s->flags & GF_SCI0_OLD)
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buf += 2;
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buf += magic_pos_adder;
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do {
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int seeker_type = READ_LE_UINT16(buf);
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int seeker_size;
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@ -857,8 +857,6 @@ EngineState *gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
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memcpy(&(retval->selector_map), &(s->selector_map), sizeof(selector_map_t));
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retval->max_version = retval->version;
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retval->min_version = retval->version;
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retval->parser_base = make_reg(s->sys_strings_segment, SYS_STRING_PARSER_BASE);
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// Copy breakpoint information from current game instance
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