Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
|
|
|
|
|
|
EventManager has been merged into Event, with some new convinience methods
added.
Reviewed-by: Chuck Miller
|
|
Reviewed-By: Jared Adams
|
|
The old behaviour was to load the weapon-type value and do many
unnecessary checks and transformation on it:
The weapon-type was transformed using hard-coded values into
an integer enum value.
The exact same thing was done on the opposite side in the animation
files before comparing the two.
As both data were string values, I simplified all of it by using
the value taken in items.xml to call the corresponding action.
This now also permit to set up new attack animation in items.xml
and in the playerset.xml without having the need
to modify the client code.
Last but not least, the weapon-type value was used by both the skills
and the actions and avoided the possibility to set up a definite action
for a weapon-type.
Note: The weapon-type parameter will become deprecated for the server
in favor of a 'skill' parameter to reflect more it's actual use.
This patch is the first step to fix Manasource issue: #157.
|
|
Please note that I didn't turned all the getValue() call into new ones,
simply because I have to have config object initiated which is not
forcefully the case the branding file.
Resolves: Manasource Mantis #170.
|
|
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.
|
|
This greatly simplifies handling DBs when changing states. No more
need to manage unloading in Client (except when exiting).
Reviewed-by: Thorbjørn Lindeijer
|
|
Reviewed-by: Freeyorp
|
|
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: ...
|
|
|
|
|
|
Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
|
|
Also remove some extra new lines and fix eAthena's PartyTab define guards.
|
|
|
|
|
|
ChatTabs now manage their own adding/removal from the chat window, which
lost most of it's chat related messages. Whisper handling is stil done
by the ChatWindow, but it no longer manages any other tabs. ChannelTab
handling is now the sole responsability of the Channels they are
attached to. The general tab is handled by Game.
|
|
|
|
When not passing any parameters to constructors, there is no reason for
using parenthesis.
|
|
|
|
This dates back to the old days of TMW, but the usage instructions of
GPLv2 don't mention this being necessary. Since it doesn't add anything,
avoid the branding in these sections.
|
|
|
|
players), make sure to initialise if needed
Status particle effects: properly delete particles after effect has worn
off
|
|
|
|
|