Original bug - If McCoy exits and re-enters quickly while Gordo walks to podium
Related to the movementTrackWaypointReached() while McCoy is not on the actor's set
Also restore dual skip funtionality for Esc and Return keys down (video and spoken non-queued dialogue)
Previous behavior restored as a quality of life feature, that is quite practical on eg. Android port (easy access to "Esc", not so easy to "Return"). The issues that led to reverting previous to the original behavior (only Esc key for video, only Return key for dialogue) should be resolved now by the intermediate commits.
Lucy should not mention the place with the cars if she won't meet McCoy there
Lucy should not say "I'll meet you there, at the place where he sells the cars" when CrazyLegs is not there.
Bug #11294 is a case where output audio hardware is disabled
If the output sound device is disabled or no hardware output device is connected (eg. Windows 10 may disable output audio hardware when no output device is attached/available), then the game should still be playable. We now use the duration of the tracks (in ms) to detect a track's ending.
Also isReady is checked for mixer when playing VQA videos (it wasn't before).
This only occurs on Spanish and Italian versions. ENG/DEU/FRA have a redundant line there.
Credits for spotting the missing Rachael's and Leary's lines again go to IlDucci of the Spanish translation team.
Added new method to "remove" bad objects in a scene/nr11
Removed objects, and still there, but they are renamed to "REMOVEDxx" and they won't affect obstacles and paths
Only fixes for rooms PS10, PS11. A few cases may need revising.
There are a few cases that a target may reset after being shot and they seem buggy but they could also be intended. So, that's for a second pass to decide.
Separated audio cache.
Fixed bug in the audio cache where still used sound might get freed.
Fixes crashes when engine is unloading which were caused
by a race condition between the timer code and engine teardown code.
Saving and loading is accessible via ScummVM dialogs.
No in-game UI support yet.
It is possible to load saves from original game via debugger console.
ScummVM saves have additional header and are incompatibile with original
game.
C++ math functions are overloaded so operate using single-precision
when receiving a float input. The C standard library on FreeMiNT
does not fully support C99 math so use of sqrtf, sinf, etc.
instead of the C++ API does not work.