Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
I'm not entirely happy I had to put this in the base TTnpcScript
rather than somewhere in the new german/ subfolder, but I couldn't
think of any clean way to do it except nasty designs like diamond
multiple inheritance
|
|
XEEN: Corrected spelling in xeen/map.cpp
|
|
|
|
|
|
|
|
I was becoming concerned with more and more files having to add the
full engine definition and sub-classes thereof via titanic.h,
just so the TRANSLATE macro could call getLanguage. This way, files
just need to include the lightweight translation.h file instead
|
|
This fixes placement of "File", "Note", "From" and "Subject"
content.
See bug #10034
|
|
|
|
|
|
|
|
Gabriel's "I can't believe I'm doing this..." line was cut off.
This script patch stops that from happening.
|
|
"ddark.mon" -> "dark.mon"
|
|
|
|
|
|
|
|
comments only
|
|
|
|
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
|
|
* Make alignment of operation comments consistent
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Make alignment of operation comments consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Make patch descriptions consistent
|
|
* Minor clarity fixes to comments
* Make patch descriptions and patch table ordering consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Fix a patch to use jmp instead of waste bytes
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make identifier suffixes and patch descriptions consistent
|
|
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes and patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Make alignment of operation comments consistent
* Make patch descriptions consistent
|
|
* Convert selector literals to SIG_SELECTOR/PATCH_SELECTOR
* Convert word-size numeric literals to SIG_UINT16/PATCH_UINT16
* Wrap comments at 80 columns
* Rewrite comments for clarity and brevity
* Make alignment of operation comments consistent
* Make identifier suffixes, patch descriptions, and patch table
ordering consistent
* Remove no-longer-needed script patch for day 10 room 808, which
has been fixed using a different, generic mechanism since commit
e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c
|
|
[ci skip]
|
|
|
|
|
|
This makes the game menu able to handle a 3rd state, so that the
game shows text but also play speech at the same time.
We need to inject our own view for the new button to really show
up. I'm not that experienced with the SCI32 graphics code, which
is why I prefer snover to do this part.
Right now it will show the button with text selected 2 times in
a row. The first "text" button is the dual mode / "both" state.
Anyway, thanks to snover for notifying me of this game needing
dual mode patched in and also for some help.
|
|
|
|
Now it says "BOTH", just what the button in SQ4 says as well.
|
|
This fixes a bad play call by replacing it with a fade call.
The newRoom function In script rm23v090 (room 23090) was
calling a play function with 5 arguments, but the play
function only takes 4 arguments. Since it looks like a fade
call it has been replaced with that.
Fixes Trac#10200.
snover helped.
|
|
|
|
This function is only defined when USE_RGB_COLOR is defined so
these additional conditions are redundant.
|