Age | Commit message (Collapse) | Author |
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This should cut down on the number of redunndant creations of temporary objects.
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I've traced through the code, and the order seems to specifically put the object into the 'destroy me' state by calling another process/thread, but then immediately replaces the values when it returns to the calling method. This workaround at least detects when an item is supposed to be destroyed, and ensures it remains in the 'destroy me' state.
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This is then used in PulseEvent to only execute processes that are specifically waiting on the given PID, rather than all waiting events.
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Saving isn't enabled in the demo, so for testing purposes I'm currently dissbling the ADGF_DEMO flag in the detection tables so saving is enabled.
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Tony can now leave his office without the game crashing.
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This fixes a crash when the pop-up inventory was displayed.
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The engine uses DirectX drawing functionality to do drawing of partial frames within an ellipsis, so we need to replicate that manually in code.
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files
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compilation properly
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to coroutines
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This includes all the dependent routines that they call.
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This will be the coroutine version of the threading method. With this, the main menu of the demo is now shown.
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