Age | Commit message (Collapse) | Author |
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To enable the optional content censoring mode, Phant2 looks
for a RESDUK.PAT file, which is normally placed by the game's
installer if the user chose to enable censorship. If the file
exists, the game reads an unlock password out of the file and
asks the user to enter the password when starting a new game to
create an uncensored game, or to click a "less intense" button
to start the game with censoring. The censorship state of the
game is then persisted in the save game file, and installations
with the RESDUK.PAT file need to enter the password again in
order to restore any of the uncensored saves.
Since we do not have an installer that can enable this feature,
add a game option toggle to enable/disable censoring (for the
releases that have the optional censorship mode) instead so the
censored content feature is available for anyone that wants to use
it. This flag is restored from ScummVM whenever a save game is
loaded, so it can be toggled on or off at any point without
needing a separate save game, unlike in the original interpreter.
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The GOG.com release is missing the AVIs used for the intro &
ending animations in Windows. I'm unaware of any substantive
differences between the DOS and Windows versions otherwise, so
just not allowing Windows to be selected as a platform when the
video files are missing seems like it should be fine. (Same thing
in the opposite direction for a case where the DOS Robot files
are missing, though I don't know of a specific case where that is
a thing with KQ7 2.00b.)
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stdout may be buffered, in which case debugger messages are
delayed until a newline is written. The same kinds of calls to
OSystem::logMessage are flushed, so this just seems to be a simple
omission on this non-default code branch.
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There is no practical risk now since the enum and array sizes are
the same, but there is no reason to rely on a separate data
structure to avoid potential out-of-bounds index use here instead
of just checking the array size directly, which is always safe.
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UpdateManager
This can happen when Sparkle was not found during configure which results
in USE_UPDATES being defined but USE_SPARKLE not being defined.
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TITANIC: Star control cleanup
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The functions that dealt with the mover handling only
had handler in the name so I added mover and type to the
name to reflect that it involves the mover handler.
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Made camera automover setOrientations not virtual and reduced
arguments also changed name since to differentiate it from
behavior of derived classes.
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There was a setPath() adn setPath2() function took in
different arguments and were doing the same thing, but
not using the different arguments. I made it into
one function that only takes in the arguments it uses.
Also it was marked virtual, but all the derived classes,
CMarkedAutoMover, and CUnmarkedAutoMover were just doing
there own thing and then calling this base class implementation.
Therefore, I made it be not virtual and the derived classes can do
there own thing and then call this, but since they are doing slightly
different things it makes sense to differentiate the names and not have
them all be called setPath. I.e., the derived classes also change
the orientation so that is included in their function names to reflect
that.
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I differentiated getRelativePosCentering() and
getRelativePosCentering2() since one was using
the raw Pose and one was using the regular Pose.
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This was a regression introduced in commit 298ea1a.
This fixes bug #9753.
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Fixes Trac#10035.
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On this platform, `int32` is `long`.
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This patch also cleans up the GK2 audio map blacklisting code to
reduce the number of redundant checks being made during audio map
processing.
Fixes Trac#10172.
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Launcher loads of games without a saved Robot were fine, but games
that were saved with a Robot (e.g. room 480 when facing the water)
would crash.
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This can happen during game restores in at least Lighthouse, which
has a Robot on the menu screen whose plane is deleted prior to
a call to kRestoreGame32 (which closes the Robot).
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