aboutsummaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2014-07-25CGE2: Fix broken compilation by previous commit.uruk
2014-07-25CGE2: Rename kSoundSwtichRate to kVolumeSwitchRate.uruk
2014-07-25CGE2: Fix initialization of sound switches on the toolbar.uruk
2014-07-25CGE2: Rework loadUser().uruk
Now initToolbar() works as intended both when starting a new game or when loading an old gamestate.
2014-07-25CGE2: Update another warningStrangerke
2014-07-25CGE2: Remove unused constant in Talk, fix a warningStrangerke
2014-07-24CGE2: Rearrange _commandText[]'s content.uruk
2014-07-24CGE2: Fix kCmdWalk's comment.uruk
2014-07-24CGE2: Remove kCmdDim and kCmdStep and connected code.uruk
2014-07-24CGE2: Remove more unused opcodes.uruk
2014-07-24CGE2: Fix typo in SETREF's comment.uruk
2014-07-24CGE2: Remove the unused opcodes.uruk
2014-07-24CGE2: Remove handling of unused opcodes.uruk
2014-07-24CGE2: Implement snTrans() and snPort().uruk
2014-07-24CGE2: Repair/rename checkSoundHandle().uruk
2014-07-24CGE2: Remove redundant default labels.uruk
2014-07-24CGE2: Distinguish SFX from speech when playing sounds.uruk
Now the sound options of ScummVM are taken into account when playing these two types of sounds. Until now, everything was considered SFX sound.
2014-07-24CGE2: Implement checkSaySwitch() and add/fix connected code.uruk
2014-07-24CGE2: Set speech only/text only/both modes according to Launcher options.uruk
2014-07-23CGE2: Move inventory system's functions from cge2_main.cpp to inventory.cpp.uruk
2014-07-23CGE2: Move toolbar's functions from cge2_main.cpp to toolbar.cpp.uruk
2014-07-23CGE2: Increase readability of code connected to music switch.uruk
2014-07-23CGE2: Keep music setting in sync with the Launcher.uruk
2014-07-23CGE2: Add MidiPlayer::syncVolume() call to checkSounds().uruk
2014-07-23CGE2: Updgrade checkSaySwitch().uruk
Now it takes into account the "Speech volume" option in the Launcher and it only plays the keyClick() sound if the button is really switched, not every time it's clicked.
2014-07-23CGE2: Add and implement checkSounds() and checkMusicSwitch().uruk
2014-07-23CGE2: Use nullptr instead of NULL in switchColorMode().uruk
2014-07-23CGE2: Implement switchMusic():uruk
2014-07-22CGE2: Reimplement checkSaySwitch().uruk
2014-07-22CGE2: Unstub CommandHandler::runCommand().uruk
2014-07-22CGE2: Change call order of checkSoundHandle().uruk
2014-07-22CGE2: Add and use Sound::checkSoundHandle().uruk
2014-07-22CGE2: Fix error introduced by previous commit.uruk
2014-07-22CGE2: Fix snSound().uruk
2014-07-22CGE2: Rename _commandStat to _soundStat.uruk
2014-07-21CGE2: Remove Spare::locate(char *file), since it's not used anymore.uruk
2014-07-21CGE2: Rework loading of sprites from file.uruk
Now it satisfies the needs described in the last commit's TODO comment.
2014-07-21CGE2: Fix the issue of loading sprites with changed _ref.uruk
It fixes the problem with the multiply displayed Vulcanizer after giving him the glasses/basket ball, then saving and loading.
2014-07-18CGE2: Rework snSetRef().uruk
2014-07-18CGE2: Silence GCC warnings.uruk
2014-07-17CGE2: Use locate instead() of take() in CGE2Eninge::locate().uruk
It fixes the regression with the hole of the sign post on the ground from scene 6 and the display bug in the hospital.
2014-07-17CGE2: Add destructor to Hero().uruk
Hopefully it will cut short the leak problems with _dim[].
2014-07-17CGE2: Initialize _wideSpace in InfoLine's constructor.uruk
2014-07-17CGE2: Use locate() instead of take() where possible.uruk
2014-07-17CGE2: Smaller revision regarding Spare.uruk
2014-07-17CGE2: Get rid of _sprite.uruk
2014-07-17CGE2: Fix memory leak regarding Sprite::ghost().uruk
uint8 *v = new uint8; was the faulty line in Sprite::ghost(), and it should be released right here.
2014-07-15CGE2: Rework getText() so it works nicely with offUse().uruk
2014-07-15CGE2: Add Hero::contract().uruk
Fix the crash introduced by previous commit on the second scene.
2014-07-15CGE2: Try a different approach regarding _dim.uruk
Now it doesn't crash the hospital scene, but I am not entirely sure it's totally leak-free...