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-rw-r--r--src/resources/map/map.cpp4
-rw-r--r--src/resources/map/map.h4
-rw-r--r--src/resources/sprite/animatedsprite.cpp1
3 files changed, 1 insertions, 8 deletions
diff --git a/src/resources/map/map.cpp b/src/resources/map/map.cpp
index 92dfe0c7d..c4a4e7fa8 100644
--- a/src/resources/map/map.cpp
+++ b/src/resources/map/map.cpp
@@ -963,9 +963,7 @@ Path Map::findPath(const int startX, const int startY,
? basicCost : basicCost2);
/* Demote an arbitrary direction to speed pathfinding by
- adding a defect (TODO: change depending on the desired
- visual effect, e.g. a cross-product defect toward
- destination).
+ adding a defect
Important: as long as the total defect along any path is
less than the basicCost, the pathfinder will still find one
of the shortest paths! */
diff --git a/src/resources/map/map.h b/src/resources/map/map.h
index 83d187baf..d9811d8b9 100644
--- a/src/resources/map/map.h
+++ b/src/resources/map/map.h
@@ -100,10 +100,6 @@ class Map final : public Properties,
/**
* Draws the map to the given graphics output. This method draws all
* layers, actors and overlay effects.
- *
- * TODO: For efficiency reasons, this method could take into account
- * the clipping rectangle set on the Graphics object. However,
- * currently the map is always drawn full-screen.
*/
void draw(Graphics *restrict const graphics,
int scrollX,
diff --git a/src/resources/sprite/animatedsprite.cpp b/src/resources/sprite/animatedsprite.cpp
index ad90a3344..960a5ea00 100644
--- a/src/resources/sprite/animatedsprite.cpp
+++ b/src/resources/sprite/animatedsprite.cpp
@@ -434,7 +434,6 @@ const void *AnimatedSprite::getHash() const restrict2
bool AnimatedSprite::updateNumber(const unsigned num) restrict2
{
- // TODO need store num in delayed object if it exist for future usage
if (!mSprite)
return false;