Age | Commit message (Collapse) | Author |
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This is because objects may be loaded before their base objects,
which causes initBaseObject to fail for SCI0.
Script::initializeObjectsSci0 already did this, but
SegManager::saveLoadWithSerializer did not when calling
initBaseObject after loading a savegame.
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No functionality change has been made with this commit. This avoids
setting and getting the reg_t members directly, and is the basis of any
future work on large SCI3 scripts (larger than 64KB)
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The caller offset is never actually used inside the function
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These are needed for future handling of large SCI3 script files
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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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This may have to be undone if we ever want to start free'ing _baseVars again.
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If an object defines more variables than its base class, some method
selectors may be hidden. This code tries to enumerate the affected
selectors. It may be useful for mass-scanning objects using
'find_callk Dummy'.
It's disabled by default currently since it does things to partially
uninitialized objects that I can't guarantee are 100% safe at this
point.
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The cause for this bug turns out to be a corrupt object that as
a side effect accidentally bypasses its own corruption. See the
added comments for details.
Also add a warning that points out similarly corrupted objects.
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svn-id: r55542
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svn-id: r55539
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svn-id: r55525
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svn-id: r55026
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svn-id: r55025
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operations
have been commented out for now, as MSVC complains about heap corruption in SCI3 games
- Code formatting fixes
svn-id: r54991
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the Object class, and it also plugs a leak.
svn-id: r54986
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Fixed Object::locateVarSelector() for SCI0-SCI1 games, as it wasn't checking the
class for object variables
svn-id: r54415
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svn-id: r54361
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