Calling setMouseCursor with a non-palette cursor no longer
clears the cursor palette, allowing a subsequent call with a
paletted cursor to re-use it. This fixes Trac defect #13895.
The approach taken was to just copy what the OpenGL
backend was doing in the same situation.
Added a check inside SoundManager that makes sure it
doesn't prematurely create a new Scene state. This fixes
the chain reaction that results in the load/save menu having
clickable Save buttons.
Made sure that the main loop doesn't run for a frame longer
than it should when quitting the game. Also fixed the checks
for suppressed graphics so they now actually work.
* SCUMM HE: BYB01 hit power mod for online competitive play
* SCUMM HE: BYB01 pitch location hit quality mod for competitive online play
* SCUMM HE: Unindent switch case statements
* SCUMM HE: BYB01 online mod: sprint on halfspeed popup
* SCUMM HE: BYB01 online mod: fewer sprints for top speed
* SCUMM HE: Fix BYB01 online turnaround score bug
* SCUMM HE: Add break statements to ensure correct hit quality returned
---------
Co-authored-by: shkupfer <shkupfer@ncsu.edu>
Like many other places, it seems the captions for item
"can't" sounds can also be broken up into sub-strings.
We now assemble these correctly, which fixes the
item 4 caption in nancy6.
Implemented the ActionRecord type responsible for the
nancy6 sequence where the player holds a weak light
(which follows the cursor) in the dark and must use it
to illuminate the path ahead.
This patch is available in every executable after the
original UK one. Its purpose is to turn off scripts which
were causing issues by continuing running past their scope.
The patch, as descripted within the the original source
code, checks if the game is past the Syria section,
and if so it checks if the Market Stall section is still
alive, and if so it closes both the section (45) and
the Mega object for Duane (134), effectively terminating
their scripts.
The counters for how many times a scene has been
visited now get incremented only when we exit it. This
makes sure the counter is not incremented when loading a
save, and makes sure dependencies that require the
sceneCount to be equal to 0 can actually execute
(e.g. nancy6 scene 2319)
Added support for the TwoDialPuzzle action record, which
is an incredibly simple puzzle with two dials that need to
be rotated in the correct position.
Fixed an issue where the alarm clock's buttons sounds
wouldn't play in nancy6, since they were using the same
channel as the sound that should play when the alarm has
been set. Also, the alarm setting sound now actually plays.
When clicking "buy clue" in the microscope puzzle, the game could crash with a division by zero in
cartesian:buyClue, depending on the initialization of the puzzle itself. Because the initialization is
random and non-deterministic, this crash would only occur very rarely
When converting DrawList to use Common::Array in the previous commit,
I couldn't see a reason to not reuse them in frameOut() and avoid
the extra heap allocations on every frame.
What was I thinking when I added this?!
This code unconditionally enters sections, with the risk
of them being active throughout the whole game, without
ever being closed. I sure love hearing the Irish Pub fiddle
player from within the ending scene with the Neo-Templars. :-)