simplify code by integrating a call to translateText() into addMessageToStack(); improved translateText() further
svn-id: r13438
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parent
d25da64937
commit
a16a86d90f
6 changed files with 73 additions and 123 deletions
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@ -2482,11 +2482,6 @@ void ScummEngine_v6::o6_kernelSetFunctions() {
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byte buf_input[300];
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const byte *message = getStringAddressVar(VAR_STRING2DRAW);
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if ((_gameId == GID_DIG) && !(_features & GF_DEMO)) {
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translateText(message, _transText);
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message = _transText;
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}
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addMessageToStack(message, buf_input, sizeof(buf_input));
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enqueueText(buf_input, args[3], args[4], args[2], args[1], true);
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break;}
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@ -3106,20 +3101,18 @@ void ScummEngine_v6::decodeParseString(int m, int n) {
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_string[m].no_talk_anim = true;
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break;
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case 75: // SO_TEXTSTRING
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translateText(_scriptPointer, _transText);
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switch (m) {
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case 0:
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actorTalk(_scriptPointer);
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break;
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case 1:
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drawString(1, _transText);
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drawString(1, _scriptPointer);
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break;
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case 2:
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unkMessage1(_transText);
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unkMessage1(_scriptPointer);
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break;
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case 3:
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unkMessage2(_transText);
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unkMessage2(_scriptPointer);
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break;
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}
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_scriptPointer += resStrLen(_scriptPointer) + 1;
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