Age | Commit message (Collapse) | Author | Files | Lines |
|
|
|
|
|
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.
|
|
This greatly simplifies handling DBs when changing states. No more
need to manage unloading in Client (except when exiting).
Reviewed-by: Thorbjørn Lindeijer
|
|
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.
|
|
|
|
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
|
|
|
|
|