Age | Commit message (Collapse) | Author |
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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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svn-id: r50526
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svn-id: r50524
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sub-surface - this will make it easier to clip sprites to within the drawable area
svn-id: r50523
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svn-id: r50493
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problem with the Slippery Pig not showing up in the landing scene in the intro sequence
svn-id: r50492
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svn-id: r50491
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svn-id: r50490
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svn-id: r50489
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converted some Common::String usage to char buffers to fix incorrect String usage
svn-id: r50488
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svn-id: r50432
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svn-id: r50371
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svn-id: r50369
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messages during cutscenes
svn-id: r50366
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class
svn-id: r50365
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svn-id: r50321
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svn-id: r50314
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svn-id: r50312
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svn-id: r50298
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svn-id: r50297
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svn-id: r50295
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select MDT_PREFER_MT32 or MDT_PREFER_GM
svn-id: r50288
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svn-id: r50206
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svn-id: r50205
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svn-id: r50204
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svn-id: r50197
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svn-id: r50177
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