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animseq.cpp
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Disable GMM Save/Loading when a cut-scene is playing
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2009-01-31 12:26:44 +00:00 |
animseq.h
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debugger.cpp
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Added a debug subcommand to enable a hotspot's position to be changed
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2009-01-27 10:27:07 +00:00 |
debugger.h
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decode.cpp
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decode.h
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detection.cpp
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Added game GUI options to advancedDetector and updated all engines
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2009-06-06 17:56:41 +00:00 |
disk.cpp
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disk.h
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events.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
events.h
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fights.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
fights.h
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
game.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
game.h
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hotspots.cpp
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
hotspots.h
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Bugfix to stop characters changing rooms if the entrance in the other room is blocked by another NPC
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2009-01-30 12:22:30 +00:00 |
intro.cpp
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Whoa! Removing trailing spaces.
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2009-01-01 15:06:43 +00:00 |
intro.h
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lure.cpp
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
lure.h
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
luredefs.h
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memory.cpp
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memory.h
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menu.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
menu.h
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module.mk
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palette.cpp
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palette.h
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res_struct.cpp
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Bugfix to properly have one NPC character move out of the way when two NPCs bump into each other
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2009-01-31 01:58:10 +00:00 |
res_struct.h
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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
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2008-10-05 10:25:35 +00:00 |
res.cpp
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
res.h
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |
room.cpp
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room.h
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screen.cpp
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screen.h
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scripts.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
scripts.h
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sound.cpp
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Whoa! Removing trailing spaces.
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2009-01-01 15:06:43 +00:00 |
sound.h
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strings.cpp
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Reverted parts of revisions #44298, #44299 and #44300, to prevent warnings and issues in compilers which don't support NORETURN
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2009-09-24 17:52:53 +00:00 |
strings.h
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surface.cpp
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Reverted my commit #44290 - apparently, it was a bad idea, as g_engine is a hack
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2009-09-24 17:07:27 +00:00 |
surface.h
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Switched LURE to use a single central RandomSource instance, instead of (sometimes) creating a new RandomSource every function call.
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2009-08-24 23:04:25 +00:00 |