Age | Commit message (Collapse) | Author |
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svn-id: r55850
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svn-id: r55806
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svn-id: r55098
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svn-id: r54563
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svn-id: r54385
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svn-id: r54342
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svn-id: r54047
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svn-id: r54039
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svn-id: r54038
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svn-id: r54035
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svn-id: r54034
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svn-id: r54033
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svn-id: r54007
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svn-id: r53959
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svn-id: r53958
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svn-id: r53505
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svn-id: r53500
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svn-id: r53484
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svn-id: r52794
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svn-id: r52793
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Original warning: "format not a string literal and no format arguments"
svn-id: r52388
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svn-id: r52365
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svn-id: r52364
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svn-id: r52148
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svn-id: r51462
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svn-id: r51461
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svn-id: r51239
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svn-id: r51235
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svn-id: r51230
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svn-id: r51201
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displayed on-screen
svn-id: r51200
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sensible at least!)
svn-id: r50953
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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: r50912
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svn-id: r50883
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svn-id: r50882
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string. (Error spotted by cppcheck.) Also, there's no need to use sprintf()
where a strcpy() will do just as well. (It's tempting, but probably not
appropriate, to use strdup(). I'm guessing the buffer *has* to be allocated
with 'new'.)
svn-id: r50872
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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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svn-id: r50722
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player manager takes over from the wakeup animation sequence
svn-id: r50669
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svn-id: r50644
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indicated by setting the high bit of frame numbers
svn-id: r50638
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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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to more properly implement display of all the wakeup text in the first room
svn-id: r50544
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