Invalidate the lookup table when the screen changes. (TODO: We also have to
invalidate it if the change happens between cutscenes, don't we?)
Some cleanup, particularly in the BS2 cutscene player. More needed, I
guess...
svn-id: r13377
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
into the chunk of memory handled by the memory manager, not a well-defined
value. Also, it introduced a theoretical memory leak as fnPlaySequence()
wouldn't get to clean up after itself.
The correct place for this check is probably in MoviePlayer::play(), where
you can test the name of the cutscene. On the other hand, the original demo
will gladly play eye.smk if there is one, so why shouldn't we?
svn-id: r13139
This is consistent with how the in-game text is drawn, and might possibly
fix the control panel text in the Spanish version (though I have no way of
actually testing this).
svn-id: r12957
their own, and sometimes the cutscene player will have to wait for the lead
out to finish before returning to the game. (This will probably be true
even after we fix the timing of the lead-outs.)
svn-id: r12871
an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
fading-up music to distort and eventually deteriorate into white noise.
This was because I allowed _fade to be set on channels that weren't playing
and because I only checked _fade for equality when deciding when to stop
the fading. It should work much better now, I think.
svn-id: r12392
uninitialized values. Now the only warnings I got were from libmpeg2
itself, and I don't know how serious that is.
I've also added some code - disabled by default - to allow the cutscenes to
run with libmpeg 0.3.1, since that's what I've got on my Linux box. It
appears to work on that one, though I only have the "eye" cutscene on it
yet.
Ogg Vorbis playback is still broken for me under Windows, though. I wonder
if it is because I don't have the very latest Ogg Vorbis libraries on it
(since I didn't manage to compile them under MinGW). But surely the file
format hasn't changed in any important way...?
svn-id: r12374