Age | Commit message (Collapse) | Author |
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svn-id: r16580
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reduced this (total dependencies on system.h went down from 193 to 85 files)
svn-id: r16527
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svn-id: r16441
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svn-id: r16397
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svn-id: r13959
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resource manager. All new code! All new bugs!
svn-id: r13603
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svn-id: r13579
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it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.
Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.
svn-id: r13331
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svn-id: r12739
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svn-id: r12504
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svn-id: r12181
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checking the GF_DEMO flag. (There's still one "unnecessary" reference to
GF_DEMO in functions.cpp, but I plan on rewriting that function soon so I
don't want to touch it right now.)
svn-id: r12009
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"StandardHeader" instead of "_standardHeader".
svn-id: r11997
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experimental resource dumping code.
svn-id: r11382
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svn-id: r11363
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still uses it are the engine's global variables which, on the other hand,
are used *everywhere*.
I'll have to think some more about those. I guess I should take a closer
look at how the other engines handle them. (That goes for a lot of things
by the way.)
svn-id: r11349
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over the past few weeks, except for g_sword2. (Of course, this doesn't
necessarily make the code any prettier, but we can work on that later.)
svn-id: r11309
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renamed the Display class Graphics for no better reason than me liking the
phrase "sound and graphics" better than "sound and display".
svn-id: r11258
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and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
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Renamed the resource manager's open/close methods openResource() and
closeResource() to avoid confusion. (It was I who originally shortened
their names to open() and close(), but I've changed my mind now.)
Moved more stuff into Sword2Engine.
svn-id: r11088
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svn-id: r10997
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svn-id: r10995
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console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.
Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.
Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.
svn-id: r10978
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touches a lot of the code, of course, and adds yet another global variable
(temporarily, I hope), but everything still seems to work.
Knock on wood.
svn-id: r10806
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global variable which will hopefully be dealt with later.)
svn-id: r10734
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svn-id: r10659
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and made some other minor cleanups.
svn-id: r10614
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headers. Most (all?) of the ones we need should probably come from stdafx.h
instead.
svn-id: r10588
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svn-id: r10581
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debugging levels). This needs further cleanups, but I believe I have
reached a stable point where I can commit it without too much anxiety.
svn-id: r10502
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svn-id: r10499
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svn-id: r10478
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message functions with our own.
We still need to go through them and assign sensible debug levels to them.
svn-id: r10422
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but say who added what when. (No disrespect intended, but this information
means very little to us.)
svn-id: r10413
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svn-id: r10391
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svn-id: r10365
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svn-id: r10350
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svn-id: r10308
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svn-id: r10212
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svn-id: r10192
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9237
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svn-id: r9229
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svn-id: r9222
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svn-id: r9219
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svn-id: r9211
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