Updated some comments

svn-id: r28706
This commit is contained in:
Filippos Karapetis 2007-08-24 11:44:18 +00:00
parent f48ce0d821
commit ef7c66893a
2 changed files with 6 additions and 6 deletions

View file

@ -929,8 +929,8 @@ void Actor::updateActorsScene(int actorsEntrance) {
// game if you click on anything inside the building you
// start walking through the door, turn around and leave."
//
// After steping of action zone - Rif trying to exit.
// This piece of code shift Rif's entry position to non action zone area.
// After stepping on an action zone, Rif is trying to exit.
// Shift Rif's entry position to a non action zone area.
if (_vm->getGameType() == GType_ITE) {
if ((_vm->_scene->currentSceneNumber() >= 53) && (_vm->_scene->currentSceneNumber() <= 66))
_protagonist->_location.y += 10;
@ -2319,11 +2319,11 @@ void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount,
_activeSpeech.speechBox.right = _vm->getDisplayWidth() - 10;
}
// WORKAROUND for the compact disk in Ellen's chapter
// HACK for the compact disk in Ellen's chapter
// Once Ellen starts saying that "Something is different", bring the compact disk in the
// scene. After speaking with AM, the compact disk is visible. She always says this line
// when entering room 59, after speaking with AM, if the compact disk is not picked up yet
// Check Script::sfDropObject for the other part of this workaround
// Check Script::sfDropObject for the other part of this hack
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 3 &&
_vm->_scene->currentSceneNumber() == 59 && _activeSpeech.sampleResourceId == 286) {
for (i = 0; i < _objsCount; i++) {

View file

@ -871,10 +871,10 @@ void Script::sfDropObject(SCRIPTFUNC_PARAMS) {
obj->_sceneNumber = _vm->_scene->currentSceneNumber();
// WORKAROUND for the compact disk in Ellen's chapter
// HACK for the compact disk in Ellen's chapter
// Change the scene number of the compact disk so that it's not shown. It will be shown
// once Ellen says that there's something different (i.e. after speaking with AM)
// See Actor::actorSpeech for the other part of this workaround
// See Actor::actorSpeech for the other part of this hack
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 3 &&
_vm->_scene->currentSceneNumber() == 59 && obj->_id == 16385)
obj->_sceneNumber = -1;