Age | Commit message (Collapse) | Author |
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This tries to make our code a bit more compliant with our code formatting
conventions. For future use, this is the command I used:
git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
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Some backends may break as I only compiled SDL
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svn-id: r54034
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svn-id: r52365
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svn-id: r52364
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svn-id: r51462
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svn-id: r51461
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svn-id: r51235
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svn-id: r51201
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displayed on-screen
svn-id: r51200
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svn-id: r50936
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nodes for player movement like the original game does
svn-id: r50932
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svn-id: r50914
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cursor position
svn-id: r50913
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svn-id: r50882
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Implemented Ctrl-T to turn the player - the original game used Ctrl-U, but this is reserved by ScummVM for toggle Mute.
svn-id: r50734
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svn-id: r50723
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player manager takes over from the wakeup animation sequence
svn-id: r50669
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the player manager to be correctly activated when the 'getting up' animation finishes
svn-id: r50622
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to the other classes to support it
svn-id: r50620
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svn-id: r50598
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class
svn-id: r50365
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svn-id: r50206
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svn-id: r50071
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index of 0 wasn't correct, since some sprites need that index
svn-id: r50070
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svn-id: r50069
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svn-id: r49919
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scene will no longer be active during animation sequences
svn-id: r49646
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svn-id: r49643
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svn-id: r49629
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the correct art file backgrounds when running animation sequences
svn-id: r49595
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added fragment to destroy an active animation when it's finished animating
svn-id: r49434
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also necessitated changing the sprite list code
svn-id: r49426
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svn-id: r49412
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scene loading code
svn-id: r49405
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svn-id: r49211
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svn-id: r49209
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svn-id: r49180
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svn-id: r49150
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of kernel message display
svn-id: r49034
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bugfixes for the sequence list methods
svn-id: r48875
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to match those of the original engine, based on the contents of various in-game error messages
svn-id: r48816
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svn-id: r48776
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by two different class hierarchies that can't share a common ancestor class
svn-id: r48763
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