Age | Commit message (Collapse) | Author |
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o Support for sprites in Mac versions
o Improvements on scene flags
o More code on proper interface modes handling. Just a tiny bit was committed
as other stuff breaks intro due to incompleteness.
svn-id: r16425
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1) there are three types of speech: one acor, multiple actor, non actor
2) slow speech implemented
3) uses native engine flags (async,noanimate...) instead of semaphores
- proper timings implemented
svn-id: r16237
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original code either. (Apparently it was reserved for future use.)
I think the only remaining data structure with unknown members now is
ANIMATION_HEADER. Of course, there's probably a lot that isn't implemented
at all, too...
svn-id: r15708
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svn-id: r15706
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svn-id: r15696
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svn-id: r15695
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svn-id: r15694
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svn-id: r15691
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Scene skipping now works, but scripts aren't chained yet.
svn-id: r15688
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to fix the script "static" area, though.
In addition, initialise a few variables, and test for NULL-ness of a few
pointers. This fixes a few crashes I saw with yesterday's CVS snapshot.
There's still an unexpected scene change in the intro (I think it triggers
on Rhene walking too close to the exit), but at least it no longer crashes.
svn-id: r15484
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because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.
svn-id: r15462
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o Add stubs for unhandled scene resources in first scene
o Fix object map entry structure
o Fix bug with objject_info() debug command
All this was done in attempt to make room exits work until I realized that
they are different hit zone list which is activate at end of walk sequence.
svn-id: r15416
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o Fix RSCFile on MSVC8.
o Started fixing script opcodes.
svn-id: r14686
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svn-id: r14561
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svn-id: r14556
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svn-id: r14544
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svn-id: r14390
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