Age | Commit message (Collapse) | Author |
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understand the idea was to allow moving objects to take up space in the
scene, thus forcing actors to move around them, or something like that.
However, the number of extra bars/nodes was always zero.
svn-id: r11365
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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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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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svn-id: r10997
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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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analogous to the SkyAutoRoute class.
svn-id: r10754
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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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whatever you prefer to call it) the GCC_PACK problem in Doxygen
svn-id: r10569
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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
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svn-id: r10241
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svn-id: r9211
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