Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
To better differentiate with stop()
|
|
|
|
After discussing with DrMcCoy, we felt this the best way to proceed. A wrapper class that implements AdvancedVideoDecoder is still around for use in SCI.
|
|
|
|
|
|
The video no longer automatically loops (unused in-tree) and must have rewind() called manually
|
|
|
|
|
|
|
|
|
|
|
|
|
|
In addition to using the new API, it should theoretically support multiple audio and video tracks now but that has not been tested.
|
|
Avoids diamond inheritance, which makes it impossible to downcast without rtti
|
|
|
|
|
|
The default implementations of those functions in AdvancedVideoDecoder now call into them.
|
|
|
|
|
|
|
|
It's not a floppy version intro, so call it "Alternative intro"
instead. It's too late to make this change in 1.5.0 because it
would need translation changes. (When the option was first added,
it *was* called "Alternative intro" but it got changed along the
way.)
|
|
|
|
|
|
|
|
This makes sure the sound is at the correct volume
|
|
|
|
|
|
|
|
|
|
Entity class
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Since the cine engine's support for Operation Stealth is still
incomplete with significant GFX glitches, this should be marked
as "ADGF_UNSTABLE" to warn users and prevent invalid bug reports.
However, it should be noted that the game is completable.
|
|
|
|
|
|
|
|
|
|
Previously, SetMidiVolume() would stop the currently playing track when
the MIDI volume was set to 0. Now, the music track always plays, even
when the volume is set to 0. This fixes bug #3541533 - "DW: Silencing
music volume stops music" and resolves two FIXME comments
|
|
|
|
|
|
|