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