simplify code by integrating a call to translateText() into addMessageToStack(); improved translateText() further

svn-id: r13438
This commit is contained in:
Max Horn 2004-04-02 21:42:42 +00:00
parent d25da64937
commit a16a86d90f
6 changed files with 73 additions and 123 deletions

View file

@ -2482,11 +2482,6 @@ void ScummEngine_v6::o6_kernelSetFunctions() {
byte buf_input[300];
const byte *message = getStringAddressVar(VAR_STRING2DRAW);
if ((_gameId == GID_DIG) && !(_features & GF_DEMO)) {
translateText(message, _transText);
message = _transText;
}
addMessageToStack(message, buf_input, sizeof(buf_input));
enqueueText(buf_input, args[3], args[4], args[2], args[1], true);
break;}
@ -3106,20 +3101,18 @@ void ScummEngine_v6::decodeParseString(int m, int n) {
_string[m].no_talk_anim = true;
break;
case 75: // SO_TEXTSTRING
translateText(_scriptPointer, _transText);
switch (m) {
case 0:
actorTalk(_scriptPointer);
break;
case 1:
drawString(1, _transText);
drawString(1, _scriptPointer);
break;
case 2:
unkMessage1(_transText);
unkMessage1(_scriptPointer);
break;
case 3:
unkMessage2(_transText);
unkMessage2(_scriptPointer);
break;
}
_scriptPointer += resStrLen(_scriptPointer) + 1;