Age | Commit message (Collapse) | Author |
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to be packed, so I've removed the packing and added the 'refresh' field to
AnimData instead of having it as a separate array.
On the other hand, animHeaderStruct and animHeader2Struct *should* have been
packed, but weren't. I've changed they way they are initialised so that the
packing should no longer matter for them either.
svn-id: r22651
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svn-id: r21815
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element to the savefile, including data pointers. After reading the savefile,
it would then test if ptr1 was NULL, to see if it should load the object.
I've extended the savefile format with a byte to indicate whether or not ptr1
was non-NULL. This seems to fix the problems I had with with loading savegames,
but of course any old savegame is now even more broken than before.
I still can't seem to get out of the room with the machine, though. Another
regression when migrating the code from cinE, or just my ability to get past
this annoying, timed puzzle?
svn-id: r21772
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interface, so it's still even worse than in the original interpreter (just like
in cinE, presumably), but at least it no longer crashes when loading the saved
game, and hopefully the correct palette is saved.
svn-id: r21718
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function. It's now possible to choose between English and French menus, and the
command string preposition in English is "on", not "sur".
There are still plenty of hard-coded French messages to do with savegame
handling. I haven't done anything about them.
svn-id: r21682
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svn-id: r21414
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svn-id: r21321
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svn-id: r21189
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svn-id: r21014
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svn-id: r20957
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svn-id: r20857
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- added a const/static here and there
- started to reduce header dependencies
svn-id: r20856
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svn-id: r20851
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svn-id: r20837
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svn-id: r20821
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svn-id: r20813
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