Age | Commit message (Collapse) | Author |
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Otherwise, every global variable of type NRect requires a constructor to be
run, which can cause portability issue.
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When the ladder is down, pressing the ladder button shouldn't do
anything
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The navigation scene type used was wrong, resulting in cursor glitches
when moving the mouse cursor at the screen edges
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The mouse cursor resource hash used in that scene was incorrect,
resulting in broken palette
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The condition where the elevator door opening sound is heard is
triggered twice. Now, we prevent it being triggered a second time.
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The second tape is now correctly faced to the right
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Some of the "wall broken" checks were inverse, resulting in the waterfall
sound being incorrectly heard when the wall was broken. Also,
simplified some of the "wall broken" checks
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The "Everybody Way Oh" theme should be played in both of the first two
rooms of the Hall of Records building
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This looks to be a logic error in the constructor of module 2400, since
all the other modules do not create scenes with the global entrance
number when they are instantiated without an entrance (i.e. when
loading). With that logic error, all the code that handled Kleymen's
entrance to a scene after restoring was incorrectly skipped
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scene was unreachable. Sound bug still present, though.
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(instead the numerous classes using it)
SmackerPlayer now creates a surface in the constructor and deletes it in the destructor. There will be only this surface during the lifetime of the player, so there shouldn't be any issues any more when the player is reused for different Smacker files. This is imo nicer than to remove/add the surface.
I kept the several openSmacker since it wraps some code which is nice.
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These are shown on each scene change, but should no longer be needed
to be enabled by default, since we can now use the debugger to check
and change the current scene
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Leaving the panel in scene 1105 only worked if the panel was open.
If the panel was closed, nothing would happen on the first click,
and on the second it would crash. If I understood this correctly,
it was because trying to leave while the panel was closed would
(incorrectly) mark it as open, and then it would crash when trying
to remove the objects behind the panel from the scene.
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The effect of the removed code was to bypass the potion-mixing
puzzle while shrunken. The puzzle works fine for me, so there's
no reason to keep this bypass. Also, it caused a dead code
warning, CID 1022345.
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NEVERHOOD: Fix incorrect dark palette in Scene2206
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