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path: root/engines/access/amazon/amazon_logic.cpp
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2014-12-20ACCESS: Fix crash in the introduction sequencePaul Gilbert
2014-12-20ACCESS: Fix compiler warningsPaul Gilbert
2014-12-19ACCESS: Extra initialization for various classesPaul Gilbert
2014-12-19ACCESS: Rename ASurface copyFrom methods to avoid clash with Graphics::SurfacePaul Gilbert
2014-12-18ACCESS: Refactor most of ASurface statics to instance variablesPaul Gilbert
2014-12-17ACCESS: Add missing space before semicolumn in constructorsStrangerke
2014-12-17ACCESS: Some more polishing in the file headersStrangerke
2014-12-17ACCESS: Split doCredit in two, putting demo code in a separate functionStrangerke
2014-12-16ACCESS: Fix foreground parallex in opening scenePaul Gilbert
2014-12-14ACCESS: Fix distortion occurring at left edge of jungle scrolling in ↵Paul Gilbert
introduction
2014-12-14ACCESS: Formatting fixesPaul Gilbert
2014-12-14ACCESS: Add enum for inventory items referred in hardcoded logicPaul Gilbert
2014-12-13ACCESS: Add dirty rects when plotting images to the screenPaul Gilbert
2014-12-12ACCESS: Fix for player movement and stab action in pit scenePaul Gilbert
2014-12-12ACCESS: Reduce screen pointer usage in amazon logicStrangerke
2014-12-12ACCESS: Remove a useless variable, some renamingStrangerke
2014-12-12ACCESS: Fix positioning of Ant in pit scenePaul Gilbert
2014-12-12ACCESS: Separate timer updates from frame updates, and overall delay cleanupPaul Gilbert
2014-12-12ACCESS: Initial enum cleanup for Ant fieldsPaul Gilbert
2014-12-12ACCESS: Add a button to allow skipping the river scenePaul Gilbert
2014-12-12ACCESS: Minor cleanup of _saveRiver flagPaul Gilbert
2014-12-12ACCESS: stops the SFX sounds in the intro at the end of the countdownStrangerke
2014-12-12ACCESS: Fix event pollig in death flashing loopPaul Gilbert
2014-12-12ACCESS: Fix progressing within the riverPaul Gilbert
2014-12-12ACCESS: Add a hack to fake queueingStrangerke
2014-12-12ACCESS: Minor River cleanupStrangerke
2014-12-12ACCESS: Minor river code clean up and saving fixPaul Gilbert
2014-12-12ACCESS: Add a cheat mode which currently skips the guard in chapter 8Strangerke
2014-12-12ACCESS: Simply river savegame fieldsPaul Gilbert
2014-12-12ACCESS: Clean up keyboard controlPaul Gilbert
2014-12-12ACCESS: Further cleanup of river obstacles checksPaul Gilbert
2014-12-12ACCESS: JanitorialStrangerke
2014-12-12ACCESS: Move river death flags from engine to River classPaul Gilbert
2014-12-12ACCESS: Fix display of rocks in the river arcade scenePaul Gilbert
2014-12-12ACCESS: Fix the formatting of a bunch of else statementsPaul Gilbert
2014-12-12ACCESS: Remove misnamed duplicate _screenVirtX fieldPaul Gilbert
2014-12-12ACCESS: Fix definition of river data structuresPaul Gilbert
2014-12-12ACCESS: Avoid the call to loadScreen in mWhileDownRiverStrangerke
2014-12-12ACCESS: Skip the end of the full intro in the demoStrangerke
2014-12-12ACCESS: Implement the demo logic in doTitleStrangerke
2014-12-12ACCESS: Add some code for the intro (WIP)Strangerke
2014-12-12ACCESS: Fix the horizontal scrolling in intro, add some calls to clearEventsStrangerke
2014-12-12ACCESS: improve the sound during the title countdownStrangerke
2014-12-12ACCESS: Implement music player (WIP)Strangerke
2014-12-12ACCESS: Split SoundManager and MusicManagerStrangerke
2014-12-12ACCESS: Replaced delayMilli calls to use pollEventsAndWaitPaul Gilbert
2014-12-12ACCESS: Refactor opening scenes logic into Opening classPaul Gilbert
2014-12-12ACCESS: Move _saveRiver from engine to River classPaul Gilbert
2014-12-12ACCESS: Remove accidental resetting of _vm pointersPaul Gilbert
2014-12-12ACCESS: Only save river scene fields when actually in the river scenePaul Gilbert
I'm still not happy everything needed is being synchronised, so this way we can work on it further without upsetting other Amazon saves