Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Calls to cmdPauseWithoutControl can allow a second script to run,
with it's own filename. This shouldn't change the filename for
the outer call to talkTo
|
|
|
|
|
|
This applies to make both games match the originals. This is particularly
important for Rose Tattoo, since there are several times Sherlock plays
instruments, and the animations need to sync up with the music
|
|
|
|
If a script was paused via a call to cmdPauseWithoutControl, and during
this a second script is called and finishes, the first script was
also being terminated prematurely
|
|
|
|
|
|
|
|
|
|
|
|
This actually fixes a bug when the lady storms out of
Rumsey's Haberdashery.. if she leaves too quickly, Watson's
farewell dialog is still active, and stops a needed flag being set
|
|
|
|
This fixes '*Solve' appearing as an option in the right click
menu for the Foolscap before you pick it up
|
|
|
|
|
|
|
|
|
|
|
|
The changes remove most of the hardcoding that was in place for showing
the conversation movies, and have them triggered like the Rose Tattoo
speech files. It will still need some work to hook it into our new
voice playback, though, so text dialogs are closed at the right time
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
round() is C99; floor() and adding 0.5 to the parameter is sufficient. Probably having detection for floor() and a compatibility definition otherwise would make sense.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Now that we have the code completely implemented inside the Sherlock
engine, we don't need the TsAGE engine detecting the Logo anymore
|
|
Restoring movement across save didn't work, so properly handle
stopping any moving characters when loading a savegame
|
|
|