Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
actual screen
This prevents things like the GMM being in the thumbnail
|
|
|
|
|
|
|
|
|
|
|
|
This handles playing animations asyncronously over numerous frames
|
|
|
|
|
|
|
|
It was already implemented, just not added to the scr parsing
|
|
|
|
to the screen
|
|
be the same
|
|
Still need to add support for ResultActions and Controls that directly
use OSystem::copyRectToScreen()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Which wipes all the puzzles
|
|
|
|
|
|
|
|
|
|
This ensures that the first auto save of the game will have a
useful location
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
boolean
_loopCount refers to the number of times an animation should be played, where 0
corresponds to infinite.
|
|
It's done inside readImageToSurface() and it no longer needs
to be on the heap
|
|
|
|
|
|
|
|
|
|
|