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2003-10-18Moved the opcode functions into the Logic class.Torbjörn Andersson
svn-id: r10885
2003-10-12Moved the "router" code into a new Router class. I'm hoping this isTorbjörn Andersson
analogous to the SkyAutoRoute class. svn-id: r10754
2003-10-05Made a separate class for the cutscene functions, removed some unused codeTorbjörn Andersson
and made some other minor cleanups. svn-id: r10614
2003-10-04Changed to use #include "bs2/..." and removed the inclusion of standard CTorbjörn Andersson
headers. Most (all?) of the ones we need should probably come from stdafx.h instead. svn-id: r10588
2003-10-04added namespace Sword2Max Horn
svn-id: r10581
2003-10-01whitespace changesTorbjörn Andersson
svn-id: r10517
2003-09-30Moved the memory manager functions into an object of its own (and enabledTorbjörn Andersson
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
2003-09-30Changed the resource manager object to use more ScummVM-like naming.Torbjörn Andersson
svn-id: r10499
2003-09-27More cleanup, and I've replaced most - not quite all - of BS2's debugTorbjörn Andersson
message functions with our own. We still need to go through them and assign sensible debug levels to them. svn-id: r10422
2003-09-24Replaced abs() with ABS and BOOL with bool, plus some minor cleanups.Torbjörn Andersson
svn-id: r10391
2003-09-20Cleanup. I removed the PLOT_PATHS blocks since they depended on someTorbjörn Andersson
functions we don't have, and since I didn't deem them useful to us. But feel free to put them back if you like to. I'd also like to take this opportunity to say that while I deeply admire how smoothly BS2 handles the transition between stock animations (e.g. walking) and special-purpose animations, it certainly needs an unholy amount of code to do so. svn-id: r10336
2003-09-19cleanupMax Horn
svn-id: r10313
2003-09-13and another endian fixOliver Kiehl
svn-id: r10241
2003-09-13cleanupMax Horn
svn-id: r10235
2003-09-13let the interpreter use native endianess for variables -> this allows us to ↵Max Horn
get rid of various endian conversions, and also fixs lots of other problems on BE systems. Beware, though, this may impair save game exchange between LE/BE: we'll have to adjust save_rest.cpp to convert to/from LE upon save/load svn-id: r10216
2003-09-13endian fix for walk dataMax Horn
svn-id: r10198
2003-09-12cleanupMax Horn
svn-id: r10197
2003-08-19Remove a bunch of unneeded cruft - but barely the surface of it. This code ↵James Brown
is depressing and duplicated all over the place... I don't think I can bear to touch this code until it's undergone some MAJOR cleanup :) svn-id: r9782
2003-07-30rename bs2 to sword2 to have the same name as the original engine.Oliver Kiehl
besides this way all our engines start with an "s" ;) svn-id: r9301
2003-07-28fix shadow'd varsJonathan Gray
svn-id: r9245
2003-07-28rename _DEBUG define to _BS2_DEBUG to stop it conflicting with VCJonathan Gray
svn-id: r9237
2003-07-28Compiles on mingw nowTravis Howell
svn-id: r9222
2003-07-28fixed yet more warningsMax Horn
svn-id: r9220
2003-07-28bs2Jonathan Gray
svn-id: r9211