Age | Commit message (Collapse) | Author |
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Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
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And small dialogue bits with Guzza when reporting in now only play in Act 1 where they make sense.
Also, don't allow McCoy to get the retirement bonus twice in Act 1. Also don't allow him to get money (100 cy) from Guzza if he has enough (>=300).
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Other actors are missing their death rattle's (original bug). Will be fixed at later patch on case by case basis.
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Thanks to eriktorbjorn for noticing a new addition to the
Common::Language enum was breaking the game
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Fixes GK1 bug #10788
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I instantiate a PCSpeaker instance in the main engine just for beeps,
because I don't know any simpler way. But hey, it works.
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This is initially primarily for Bureaucracy.. the starting form
is drawn in the text grid window, and visible cursor is needed
so you can tell which line you're filling in
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Technically, they're lock keys rather than modifier keys, but we
may as well treat them as the same thing here.
My keyboard doesn't have an F-lock key, and I can't find any key
code for it, so I don't know if that one has to be excluded too.
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Fixes castle doors when all bats have been killed, bug #10789
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I'm told that on some foreign keyboards, combinations of Alt & Fn
keys are used to produce standard characters. So I can't just
ignore Alt combinations because of this
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Also fixed an flag constistency for kFlagZubenBountyPaid
It is no longer possible to kill Sadik at BB09, but shooting him will lower his health (from initial to a fixed HP), and if McCoy also shoots him at UG18 his health will be further lowered (again to a fixed HP).
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No longer need to have sceneId as an argument.
Restored original signature of Set::addObjectsToScene()
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Use just the existing box 31. Implement a way to override object placement.
Remove the item 77 (Holden's badge) completely.
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List and or play overlay loops that have been loaded for the scene
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After discussion with dreammaster. Apparently the 3DO version uses
a resolution of 640x400 pixels internally, not 320x200. Doubling
the X and Y coordinates from what they were seems to match what I
have seen in YouTube videos of the original game.
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Targeting clicking bounding box fixed. Animation weirdness minimized.
Also restored explosion animation.
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This reverts commit 727e583b94b80e299a2b6c52e67a7b99ec3558b8.
Revert "BLADERUNNER: Possible fix for clang warning for subtitles"
This reverts commit 78b14649beb833ecbc9c573e04078b626558ddc1.
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Fixes graphics not being drawn in the CD version
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Fixes bug in original that doesn't redraw objects
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Fixes script bugs in the original that prevent messages.
Replaces a script patch that fixed one of the symptoms.
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Work around a lockup that occurs due to our pathfinding, bug #10896
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Previous fix attempt for the clang warning "warning: declaration requires a global destructor [-Wglobal-constructors]" went awry
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Overlays were played too quickly after using KIA.
After outtakes finished, scene videos were playing too quickly.
When ScummVM was not updating game and it was not paused (eg window
drag) scene videos were played too quickly.
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