Age | Commit message (Collapse) | Author |
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leaving the room, and thus getting stuck
svn-id: r34737
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svn-id: r31421
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svn-id: r31420
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svn-id: r30879
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earlier versions of gcc
svn-id: r30672
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svn-id: r30667
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svn-id: r30664
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schedules from the active hotspot class back into the hotspot data class, similiar to how the original game implements them
svn-id: r30629
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svn-id: r30532
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svn-id: r30435
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svn-id: r30386
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svn-id: r30379
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active schedule of an NPC when it's deactivated in case it's later reactivated again.
svn-id: r30378
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svn-id: r30354
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after earlier being deactivated in the middle of hammering the anvil
svn-id: r30353
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svn-id: r30340
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were previously handled identically
svn-id: r30339
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being passed to retrieve a hotspot pointer
svn-id: r30336
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svn-id: r30238
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svn-id: r30230
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svn-id: r30140
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conversation when waiting for user to select a conversation option from a list of topics
svn-id: r30071
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svn-id: r30063
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svn-id: r30037
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Also changed a writeSint16LE call to be more correctly writeUint16LE
svn-id: r30026
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svn-id: r29869
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svn-id: r29824
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svn-id: r29776
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an action is performed
svn-id: r29775
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svn-id: r29774
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svn-id: r29773
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character is entering by
svn-id: r29746
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dialog was resetting the destination character just before the conversation started
svn-id: r29743
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svn-id: r29690
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svn-id: r29684
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svn-id: r29623
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svn-id: r29605
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bubble Ids
svn-id: r29603
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the current room
svn-id: r29550
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svn-id: r29536
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svn-id: r29527
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svn-id: r29519
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if there's another active conversation that's in the same room
svn-id: r29516
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after a call to SetDirection if they're already facing in that direction - fixes some characters alternating frames
svn-id: r29514
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svn-id: r29513
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svn-id: r29512
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another direction
svn-id: r29507
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that's already in-progress
svn-id: r29492
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stuck in doors they close
svn-id: r29489
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svn-id: r29483
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