zicodxx
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842af496ca
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Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
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2010-07-30 17:59:21 +00:00 |
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kreatordxx
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3dd7a7a627
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Tidy up use of set_screen_mode
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2010-07-29 08:30:46 +00:00 |
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zicodxx
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4a0d15fbcd
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One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency
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2010-07-28 17:27:35 +00:00 |
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zicodxx
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23660d8040
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Implenented POBOYS cheat as equivalent to D2's DELSHIFTB
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2010-07-17 12:08:45 +00:00 |
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zicodxx
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ac840f306b
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Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
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2010-07-16 11:07:42 +00:00 |
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zicodxx
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9933bb81ce
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
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zicodxx
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9dbd8ad144
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Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
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2010-07-08 09:35:59 +00:00 |
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zicodxx
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d87c4ab289
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Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()
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2010-07-04 13:57:21 +00:00 |
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zicodxx
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44d6e096d6
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Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
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2010-07-04 13:12:08 +00:00 |
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zicodxx
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bff24ced0d
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Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically
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2010-06-30 15:26:27 +00:00 |
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zicodxx
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4e3bf92435
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When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
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2010-06-27 11:28:26 +00:00 |
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zicodxx
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e4a0c20f76
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Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
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2010-06-18 07:31:06 +00:00 |
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zicodxx
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9b2ea4680c
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Fixing typo in Netgame help screen
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2010-06-15 17:20:37 +00:00 |
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zicodxx
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c6bb443c63
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Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
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2010-06-14 21:59:41 +00:00 |
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zicodxx
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f09a336184
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Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
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2010-06-14 08:13:16 +00:00 |
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kreatordxx
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76b0fb35ef
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Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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3ba90f69e0
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Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
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2010-04-03 07:24:50 +00:00 |
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kreatordxx
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d749889c89
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Add a default event handler for screenshots, entering debugger, Redbook repeating etc
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2010-04-02 05:01:08 +00:00 |
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kreatordxx
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8cf06690d7
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Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
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2010-03-31 09:18:28 +00:00 |
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kreatordxx
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c8b49c8a35
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Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
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2010-03-27 04:30:59 +00:00 |
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kreatordxx
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c4171b2f06
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Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
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2010-03-20 13:53:08 +00:00 |
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kreatordxx
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9331893332
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Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
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2010-03-20 13:21:53 +00:00 |
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kreatordxx
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d98bb97c48
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Make all listboxes fall back to main event loop for flexibility
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2010-03-18 07:02:38 +00:00 |
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kreatordxx
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c4f86ebfc8
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Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example
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2010-02-25 08:00:15 +00:00 |
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kreatordxx
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700156eb36
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Put fast save back, using Alt-F1 instead of F6
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2010-02-25 03:08:10 +00:00 |
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zicodxx
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72fe1664fd
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Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creation
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2010-02-23 15:22:28 +00:00 |
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kreatordxx
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1f33e08116
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Create the main event loop and use it for the game and main menu
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2010-02-07 04:34:21 +00:00 |
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kreatordxx
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b58c034350
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Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds calls
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2010-02-05 02:31:36 +00:00 |
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kreatordxx
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999a1b2949
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Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
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2010-02-02 07:52:03 +00:00 |
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kreatordxx
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9fd714a083
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Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
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2010-02-02 03:38:29 +00:00 |
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kreatordxx
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408f2ffd33
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Fix crashing when doing menus in multiplayer, don't let player move when in automap
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2010-01-31 07:45:26 +00:00 |
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kreatordxx
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50afcedda5
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For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
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2010-01-29 03:36:44 +00:00 |
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kreatordxx
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9d4e69c7a9
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Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
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2010-01-28 03:27:49 +00:00 |
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zicodxx
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51c28cc8a6
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Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual cockpit, 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
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2010-01-28 00:04:29 +00:00 |
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kreatordxx
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c856195678
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Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
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2010-01-27 04:30:31 +00:00 |
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kreatordxx
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7e92589332
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Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error
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2010-01-20 11:04:09 +00:00 |
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kreatordxx
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88d1b32914
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Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
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2010-01-20 05:10:32 +00:00 |
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kreatordxx
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b3b87fc62d
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Make pause box a window
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2010-01-09 09:19:26 +00:00 |
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kreatordxx
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6b4d952ebc
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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kreatordxx
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d450c3e6f4
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Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
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2009-12-26 01:08:57 +00:00 |
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kreatordxx
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dad42489f7
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Make sure the Game_wind only gets freed once when escaping demo playback
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2009-12-14 13:27:05 +00:00 |
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kreatordxx
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54e376ebbe
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Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
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2009-12-12 11:34:32 +00:00 |
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kreatordxx
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7ebcf32e45
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Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
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2009-12-02 13:49:54 +00:00 |
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zicodxx
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127af323e0
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Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
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2009-11-30 14:59:37 +00:00 |
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kreatordxx
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d7e33667bf
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Make the game screen into a \'window\', handling events through event_process
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2009-08-10 10:47:17 +00:00 |
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kreatordxx
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16f615c6ff
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Make game.c more similar between D1X and D2X, making related changes to other files (\!)
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2009-07-01 11:35:33 +00:00 |
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kreatordxx
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af0c2db749
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Split game.c into game.c, gamecntl.c and gamerend.c like d2x
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2009-06-07 11:28:12 +00:00 |
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zicodxx
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85b086c0ef
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Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer
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2009-04-09 07:41:30 +00:00 |
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zicodxx
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0fc0fff7f1
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Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking
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2009-03-04 21:04:43 +00:00 |
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kreatordxx
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f149ace782
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Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
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2009-03-03 12:55:27 +00:00 |
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