Age | Commit message (Collapse) | Author |
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svn-id: r35759
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svn-id: r35758
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svn-id: r35756
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statements
svn-id: r35754
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svn-id: r35753
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the original decompressed sounds on the fly, but we're decompressing them when the sound is being loaded
svn-id: r35752
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decompressing sounds for proper lip-sync
svn-id: r35751
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svn-id: r35750
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svn-id: r35749
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svn-id: r35748
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svn-id: r35747
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similar method names as the DXA and Smacker players. Also, removed the convenience method hasFrames(), as it's the same as getFrameCount() > 0
svn-id: r35741
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svn-id: r35739
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svn-id: r35738
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svn-id: r35737
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svn-id: r35736
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svn-id: r35735
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svn-id: r35734
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svn-id: r35732
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svn-id: r35730
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svn-id: r35727
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svn-id: r35726
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when _inputMode changed as a result of a game action. This also caused the comment mode to be apparently skipped.
svn-id: r35725
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svn-id: r35724
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counter calculations in scripts are performed.
svn-id: r35723
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changes.)
svn-id: r35722
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svn-id: r35716
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svn-id: r35715
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svn-id: r35714
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svn-id: r35713
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compressed audio files)
svn-id: r35710
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current one
svn-id: r35707
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svn-id: r35705
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svn-id: r35704
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svn-id: r35703
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svn-id: r35702
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svn-id: r35701
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parser has evolved in the meantime and can deal with it accordingly.
svn-id: r35700
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svn-id: r35699
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savegames is scrolling by. (Agonizingly slowly.)
svn-id: r35697
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SMKPlayer::getFrameDelay() returns the time to wait _in 1/100 ms_.
svn-id: r35696
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svn-id: r35695
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svn-id: r35694
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even for currently disabled NPCs
svn-id: r35693
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svn-id: r35692
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svn-id: r35691
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svn-id: r35689
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svn-id: r35679
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svn-id: r35678
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svn-id: r35677
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