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It seems in the original CGameManager::update, and thus frameMessage,
is called at an ultra high rate, allowing the dispensor's counter to
quickly reach a trigger level. Whereas in the ScummVM implementation,
the update method is only called at most a few times per frame.
Rather than needlessly increasing the rate the update method is called,
I've refactored CBilgeDispensorEvent to not need the counter. Though
it still derives from CAutoSoundEvent so savegame loading still works.
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Turns out that CGameObject::save regenerates the _movieRangeInfo list.
So the const suffix can no longer be used for the entire hierarchy
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Turns out that some of the messages have properties that the objects
that handle them can set. For example, the CMouseDragStartMsg has a
_dragItem property that an item that allows dragging will explicitly
set, allowing the input handler to keep track of what was dragged.
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This is necessary for at least message sending, and probably other
areas, that needs to be able to pass class filtering for message
targets. And I could figure out a clean way to use the built-in RTTI
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