Age | Commit message (Collapse) | Author |
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protagonist will say it out properly before we hear the other character's reply. Also, added some more code for sfScriptFade and made it a stub for now, as it still needs work
svn-id: r27264
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showing well
svn-id: r27263
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svn-id: r27262
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svn-id: r27256
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as SFX, not speech, in many SCUMM games
svn-id: r27253
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svn-id: r27250
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svn-id: r27248
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svn-id: r27246
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svn-id: r27244
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of branch-0-10-0 previously =)
svn-id: r27243
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svn-id: r27240
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svn-id: r27239
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svn-id: r27236
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svn-id: r27234
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svn-id: r27232
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svn-id: r27229
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svn-id: r27228
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svn-id: r27227
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Actor::getActorFrameRange, as the function is the same in both ITE and IHNM
svn-id: r27226
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properly
svn-id: r27225
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svn-id: r27223
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svn-id: r27222
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svn-id: r27218
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svn-id: r27216
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svn-id: r27215
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svn-id: r27213
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.gpe).
svn-id: r27211
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svn-id: r27209
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svn-id: r27207
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Updated AGI to only enable predictive input after dictionary was found.
svn-id: r27206
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will have the correct script assigned to them (e.g. the fruit at the fruit tree screen in Benny's chapter, the icon in the chapel in Ted's chapter etc)
svn-id: r27203
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svn-id: r27199
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2 demos.
svn-id: r27198
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svn-id: r27195
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svn-id: r27193
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svn-id: r27191
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svn-id: r27189
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svn-id: r27187
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svn-id: r27185
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svn-id: r27183
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svn-id: r27181
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svn-id: r27180
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svn-id: r27179
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svn-id: r27178
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saveGameBackBuffer/restoreGameBackBuffer when CPU scaler is on
svn-id: r27176
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svn-id: r27175
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options dialog
svn-id: r27174
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svn-id: r27173
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svn-id: r27172
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svn-id: r27170
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