Age | Commit message (Collapse) | Author |
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svn-id: r52143
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svn-id: r52126
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even if one is present in the picture, fixes some transitions looking weird in eq2 - bug #3037126
svn-id: r52125
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initial title now gets removed
svn-id: r52122
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I'm not sure why we define our own ABS(), but I assume we have some
compelling reason for it.
svn-id: r52105
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fixes bug #3045225
svn-id: r52102
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svn-id: r52082
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sq4cd recreates the inventory window several times, but also reuses old window ids, causing kernelSetActive errors. fixes bug #3044757
svn-id: r52079
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fixes bug #3044734
also fixing heap corruption during the ending
svn-id: r52077
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svn-id: r52076
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svn-id: r52072
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makes it work, bug #3043270, added FIXME
svn-id: r52071
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bug #3044046
svn-id: r52070
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fixes bug #3044507
svn-id: r52068
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svn-id: r52067
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svn-id: r52066
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bug #3044218
svn-id: r52065
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bug #3044044, didn't occur for me, needs testing
svn-id: r52064
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bug #3043955
svn-id: r52063
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svn-id: r52047
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fixing endless flight, is actually a script data bug - there is an additional property, which is not included in property count. It's used. We return 0 in that case, because we don't know about that property, resulting in nest::x never get changed and the scripts check that for advancing
svn-id: r52046
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svn-id: r52045
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we had this workaround before, this is for a different pq2 version - bug #3043904
svn-id: r52044
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fixes laura bow 1 when knocking at the door in the attic, scripts wait for 0xb in that case, sound resource sets 0xb and then immediately ends. This resulted in the scripts only getting the termination signal, so they waited endlessly. (bug #3042981)
svn-id: r52043
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for laurabow2 floppy. In floppy the bug doesn't occur, we fix the code nonetheless
svn-id: r52040
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svn-id: r52039
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painting closing immediately
(fixed properly here, the NRS patch just nukes the whole routine)
svn-id: r52038
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fixes some words not being red in pepper (part of bug #3040039)
svn-id: r52031
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really weird, but it works now. Bug #3037578 (kq5 trunk), bug #3043286 (lb1 knight)
svn-id: r52007
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broke laura bow 1, need to figure out whats exactly wrong
svn-id: r52004
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fixes actual game bug #3042277 - sierra switched in that case to highest volume possible
svn-id: r51999
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working now like in sierra sci, when using priority/control - fixes pepper adventures in time - no failure screen - bug #3040185
cleanup of GfxPaint16::fillRect
svn-id: r51994
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svn-id: r51991
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but pausing looped samples only
fixes "I'm melting" sample in sq1 death (bug #3038048)
added detailed comment about this change
svn-id: r51985
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when restoring on arcada in some rooms (bug #3040908)
svn-id: r51984
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svn-id: r51982
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bug #3042547
svn-id: r51981
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fixes regression of r51952 and bug #3042957
svn-id: r51971
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fixes kq6 getting assert as well (bug 3042866)
svn-id: r51970
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fixes kq5 trunk getting closed again during intro - is actually a script bug that sets cel to some really high number - bug #3037578, may also fix other similar issues
svn-id: r51969
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bug #3042756, although there is another bug shortly after
svn-id: r51968
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svn-id: r51959
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awari minigame, fixes bug #3040579
svn-id: r51958
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svn-id: r51956
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sierra sci did this in their getCelRect(), we are doing it while loading, fixes laura bow not appearing in taxi (bug #3041220)
svn-id: r51955
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svn-id: r51954
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fixes laurabow2 bug #3041226
svn-id: r51952
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fixes ego swimming left/right of room 660 and getting a "message not found" error and a GE? signature mismatch - in sierra sci this also resulted in "message not found" and a hang afterwards - bug #3038387
svn-id: r51951
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when giving the tambourine to the monster - bug #3041262
svn-id: r51950
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svn-id: r51949
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