Age | Commit message (Collapse) | Author | Files | Lines |
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* Use default member initializers
* Use range-based loops
* Don't use 'else' after 'return'
* Removed some unused includes
* Construct empty strings with std::string() instead of ""
* Clear strings with .clear() instead of assigning ""
* Check whether strings are empty with .empty() instead of comparing to ""
* Removed redundant initializations
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modernize-use-auto
modernize-use-nullptr
modernize-use-override
modernize-use-using
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They are apparently no longer being used.
Reviewed-by: Erik Schilling
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Now the death animation is set to the minimum of 1.5 seconds
just as in the older versions, but permit longer sequences
as well.
I didn't put a maximum hard cap on it as it may be a burden
for the maintainers whatever the hard cap would be,
and as it isn't vital to set one anyway.
Resolves: Mana-Mantis #364.
Reviewed-by: bjorn, Jaxad0127.
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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.
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Also removes the Monster/Player difference in tmwAthena's Being::logic
and moves the particle code from Being::setAttack to Being::Logic for
tmwAthena.
Reviewed-by: Chuck Miller
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This improves framerate and allows transparent overlay for complex
sprites. Two copies of the buffer are kept, one at full opacity,
one with variable opactiy, to reduce calls to setAlpha.
Reviewed-by: Bertram
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This commit adds a sprite hierarchy (Sprite->ImageSprite,AnimatedSprite,CompundSprite;
CompoundSprite,Actor->ActorSprite;ActorSprite->Being,FloorItem) to collect common
functionailty into new base classes which will make other Mantis tickets easier to do.
Also allows monsters to use particle effects.
Reviewed-by: Bertram
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