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scummvm
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scummvm
/
engines
/
lure
History
Johannes Schickel
2ef8a32a01
Fixed various g++ warnings ("format not a string literal and no format arguments").
...
svn-id: r35096
2008-11-16 20:20:31 +00:00
..
animseq.cpp
…
animseq.h
…
debugger.cpp
…
debugger.h
…
decode.cpp
…
decode.h
…
detection.cpp
- The GMM save dialog is now working for all engines which support the appropriate features
2008-11-09 16:13:34 +00:00
disk.cpp
…
disk.h
…
events.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
events.h
…
fights.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
fights.h
…
game.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
game.h
…
hotspots.cpp
Bugfix to prevent NPC characters managing to walk beyond room exits without leaving the room, and thus getting stuck
2008-10-04 11:10:25 +00:00
hotspots.h
…
intro.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
intro.h
…
lure.cpp
Committed my patch
#2123680
"SDL: Backend transaction / rollback support".
2008-11-14 22:08:10 +00:00
lure.h
Switched various Engine APIs to use Common::Error
2008-11-06 17:05:54 +00:00
luredefs.h
…
memory.cpp
…
memory.h
…
menu.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
menu.h
…
module.mk
…
palette.cpp
…
palette.h
…
res_struct.cpp
Changed NPC schedules to be loaded when an NPC is activated - this avoids an issue with the Castle Skorl's pre-activation room number being invalid room
#99
2008-10-05 10:25:35 +00:00
res_struct.h
Changed NPC schedules to be loaded when an NPC is activated - this avoids an issue with the Castle Skorl's pre-activation room number being invalid room
#99
2008-10-05 10:25:35 +00:00
res.cpp
Changed NPC schedules to be loaded when an NPC is activated - this avoids an issue with the Castle Skorl's pre-activation room number being invalid room
#99
2008-10-05 10:25:35 +00:00
res.h
…
room.cpp
…
room.h
…
screen.cpp
…
screen.h
…
scripts.cpp
Fixed various g++ warnings ("format not a string literal and no format arguments").
2008-11-16 20:20:31 +00:00
scripts.h
…
sound.cpp
…
sound.h
…
strings.cpp
…
strings.h
…
surface.cpp
Renamed Engine::quit to Engine::shouldQuit (previously, it was easily confused with Engine::quitGame); also cleaned up engine.h a bit
2008-09-30 12:27:38 +00:00
surface.h
…