Age | Commit message (Collapse) | Author |
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svn-id: r54106
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svn-id: r53402
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svn-id: r53039
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svn-id: r53026
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window - it was supposed to check whether Gwyn, rather than Goewin, is not in the room before sticking his fingers in his ears
svn-id: r48812
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the variable 'charId' instead, like in the debug messages where it's used.
svn-id: r48759
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was destroyed
svn-id: r48741
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acting
svn-id: r48709
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to display one
svn-id: r48656
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svn-id: r48535
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from exiting a room 5 times
svn-id: r48533
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svn-id: r48406
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svn-id: r47396
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an assert when you rejoin Goewin in the Weregate caves.
svn-id: r47197
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before freeing it, which isn't necessary.
svn-id: r46941
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various of its methods to member vars
svn-id: r45285
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consistency
svn-id: r44634
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(sometimes) creating a new RandomSource every function call.
svn-id: r43715
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common/EventRecorder.[h/cpp]).
svn-id: r42751
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getting an excessive number of action entries
svn-id: r42676
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is blocked by another NPC
svn-id: r36144
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door) has marked part of the area the character is standing on as occupied
svn-id: r36120
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svn-id: r35648
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svn-id: r35172
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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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