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This reverts commit 760184661da4b96cc390ceb161646c8a83712acf.
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The pick-up with the joystick happend on the wrong tile.
Bug was reported by Feufochmar on IRC.
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By default OK shortcut is space key.
Reviewed-by: Jaxad0127, Kage
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Since the tile coordinates are already avaible the
calculation is not needed. Furthermore this avoids
the correction of the tile, which was needed because
the pixel coordinates are meant as coordinates for
drawing the being.
This resolves http://bugs.manasource.org/view.php?id=249
Reviewed-by: Thorbjorn
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This could potentially leak confidential information.
Reviewed-by: cody
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Removed due to unresolved social issues.
In master it had been already removed by Kage in
commit 89f192b9039f9c000515f0a12f4bb9fb55c4691c.
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Reviewed-by: Thorbjorn
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An orderly disconnect of the map-server does work fine. Then in
Game::logic() an OkDialog is created, which triggers an event that
set the state to STATE_CHOOSE_SERVER.
Upon an unexpected disconnect the same OkDialog is created, but the player
does not see it. That is because the state gets changed to STATE_ERROR,
which creates another OkDialog. It changes the state to STATE_CHOOSE_SERVER
as well, but the ServerDialog does not take any input.
Reviewed-by: Jaxad0127
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The mini status window is higher than its visible area. Creating it first
makes sure that it does not overlap other windows. For example put the
equipment window right below the mini status window. After a restart
you cannot use the close button nor drag it, because you are actually
clicking on the mini status window.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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* Segmentation fault happened if a player left a party
while other party members are offline.
* While creating a party the key input is not anymore reused for game play.
* The vertical scrollbar is only shown when needed.
* The default height was raised, because before much of the functionality
was hidden.
Signed-off-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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data/paths.xml configuration file.
Also added default gui theme path in branding and default wallpaper path
and file searched respectively in the branding and paths.xml files.
Hard-coded values are still used as fallbacks.
Resolves: Manasource Mantis #148.
Reviewed-by: jaxad0127.
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Add variable cur_time for current time.
Add command /away [text]
Reviewed by: Bertram
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Also do some cleanup that's been needed for a while.
Reviewed-by: Bertram
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The remaining instances can't easily or safely be changed as the classes
involved don't have type information like Being does.
Reviewed-by: Freeyorp
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This moves inventory/storage type into the Inventory class, having
size default to a call to the netcode to get the sive for the given
type.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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This reverts commit 67e678094b9fddd21fb3c690130e772937ab2746.
Conflicts:
src/gui/gui.cpp
src/gui/viewport.cpp
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Reviewed-by: Chuck Miller
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Reviewed-by: Freeyorp
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Reviewed-by: http://pastebin.ca/1815165
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Reviewed-by: Jared Adams
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Fix talk request flood from keyboard.
Fix duplicate lines in NPC dialogs.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Also make storage under eAthena more flexible.
Reviewed-by: Dennis Friis
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Reviewed-by: Bernd Wachter
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Much code was moved from main() to the new Client::exec(). This new
event loop now integrates with the Game class, so that the tick counter
and framerate limiter apply universally.
The Client class is also responsible for some things that used to be
global variables.
Mantis-issue: ...
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game.
Signed-off-by: Tametomo <irarice@gmail.com>
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Signed-off-by: Tametomo <irarice@gmail.com>
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This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
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necessary so long as you're at least getting 1-2 fps (which would
result in a typing speed between 60-120 wpm). Even then, you've got
more serious things to be thinking about at that point than if all of
your input is being tracked, and having it inside the clock time loop
just cuts performance for everyone else.
This loop should get removed altogether, but there are a few items left
in it at the moment which would need to get reworked first before it can
be eliminated. In cases where you can't accurately know where something
would be because it's random, we should just scale the random formulas
to take a more drastic adjustment to compensate for that lag.
Signed-off-by: Tametomo <irarice@gmail.com>
Manual-merge-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Makes sense if we depend on SDL_gfx anyway, and it seems to do a better
job at it than the code we had.
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There was little point in keeping the Engine class separate. It wasn't
an engine at all, but only kept track of the currently active map, a job
more suitable for the Game class anyway.
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Finish support for server types in the server dialog.
Using the new server type function, strip out ifdefs, replacing them with if
blocks for later merging in smaller atomic commits.
Remove any remaining references to the support defs, including in build system.
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It now always works with pixels.
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Right click contextual menu on player "follow" entry
Cancel the following by moving with mouse or keys
Adds a special behavior for map changes
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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Moved remaining widgets into widgets folder, standardized include order, moved TextRenderer out.
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This resolves http://bugs.manasource.org/view.php?id=37
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For all operating systems screenshots are now saved in ~/Desktop.
If this folder does not exist, then the user's home is used.
The players can change this with the new option --screenshot-dir.
This patch is for http://mantis.themanaworld.org/view.php?id=969
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