Age | Commit message (Collapse) | Author |
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There's a mayor bug which blocks the toolbar from interaction after loading. To be investigated during the upcoming days.
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Hopefully it will solve a bunch of memory leak problems.
Now Spare is a central container, which stores pointers to every Sprite currently used by the engine.
Because of that, there's no more need for Queue's clear().
In case of snKill(), it's just a safeguard, since it's only used by the engine to "kill" the speech bubbles, but we will check Spare anyway, so it's the safest this way.
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Now the inventory system is working as intended.
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Add and implement Sprite::setCave() during the process.
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The sound code connected to them is still gappy.
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Update rest of the code accordingly.
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It was for displaying debug lines. May be placed back again later during some debugging.
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They are not used in CGE2 at all (or used differently).
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CGE2 uses an instance of Spare instead of it.
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Also add stubs for called functions.
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The actual click-handling is not working yet.
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Also implement Sprite::ghost().
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V2D and V3D are moved to vga13h.h
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