Age | Commit message (Collapse) | Author |
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This handles playing animations asyncronously over numerous frames
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It was already implemented, just not added to the scr parsing
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to the screen
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be the same
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Still need to add support for ResultActions and Controls that directly
use OSystem::copyRectToScreen()
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Which wipes all the puzzles
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This ensures that the first auto save of the game will have a
useful location
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boolean
_loopCount refers to the number of times an animation should be played, where 0
corresponds to infinite.
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It's done inside readImageToSurface() and it no longer needs
to be on the heap
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// TODO: Remove image wrapping logic for the vertical direction since this can never happen now
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