Age | Commit message (Collapse) | Author |
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svn-id: r19381
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svn-id: r19142
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svn-id: r18604
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svn-id: r18084
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other game detection-related changes, but they're mostly cosmetical at this
stage.
svn-id: r18082
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pretty unnecessary function - we could call RandomSource directly - but
let's take this one thing at a time.
svn-id: r17863
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assumed, given their tiny size, that the sound samples are 8-bit mono.
Looping is not implemented yet.
Some sounds are skipped since the engine asks that they be played at a
negative sample rate. (I think there is more to this than just a simple
signed/unsigned issue, because they sound wrong even if I treat the
frequency as unsigned.)
svn-id: r17862
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svn-id: r17572
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Now it should store all variables in the native endianness, instead of storing half in LE and the other half in the native endianness.
Addresses and assignments can be tracked by modifying the macros if necessary.
Also, meaningful constants can now be assigned to script variable numbers (if one were so inclined)
svn-id: r17523
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svn-id: r17401
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svn-id: r17388
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