Age | Commit message (Collapse) | Author |
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svn-id: r10581
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This pretty much concludes the first stage of the engine cleanup. All of
the files, except for console/debugging stuff and possibly some header
files, have been changed to use the ScummVM brace style.
As for the console, that one could probably do with some rewriting, in
which case cleaning it up first would just be unnecessary work.
The next stages of the cleanup should include renaming of variables and
functions to follow the ScummVM coding standards, and turning everything
into C++ classes. And so on.
Of course, the driver directory should go through a similar cleanup as
well.
This has all been enormously tedious, so don't count on me doing any of
these things at the moment. Particularly not turning everything into C++
classes. I'm really not that familiar with C++. :-)
svn-id: r10340
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simplify some code; added a global g_sound pointer in bs2, this cuts down on uses of g_sword2 (of course both should be removed on the long run); some other minor tweaks/fixes
svn-id: r10278
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for the making it a timer handler. This should eliminate the occasional
glitches I've been seeing with fades not being completed.
I'm also hoping that it will fix the problem where the game would sometimes
hang when moving between rooms. I know that at least once when I had that
happen to me the game was busy-waiting for the palette to fade.
At the very least, it's one place less to worry about thread-safety in.
svn-id: r9854
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svn-id: r9845
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than telling it to load a slot as it validates the saves and doesn't try to load a non existent save etc, its also similiar to what the original did (any command line params at all would load the restore menu)
svn-id: r9843
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svn-id: r9828
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svn-id: r9822
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svn-id: r9330
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svn-id: r9328
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besides this way all our engines start with an "s" ;)
svn-id: r9301
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svn-id: r9280
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svn-id: r9229
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svn-id: r9211
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