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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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for particle effects.
It is now possible to write, for instance:
<particlefx>my-particle-file.xml|#cbcb78,345678</particlefx>
and in my-particle-file.xml:
...
<property image="my-image.png|W" />
...
This will permit the use (and reuse) of generic particle files.
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- Made the map teleport distance fixed for manaserv.
- Small cleanups.
The branch is considered reviewed by: Cody.
Resolves Mana-Mantis: #74.
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Reviewed-by: Bjorn
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Another case of M_PI being no longer defined in cmath.h
_MAX_PATH doesn't work anymore, but there is still MAX_PATH
putenv doesn't work anymore, so I replaced it with a function from the
WINApi
Reviewed-by: Thorbjorn
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The M_PI constant from <cmath> is not standard anymore, so I replaced it
with an own PI constant.
WIN32 isn't defined anymore which caused the enet UNIX header to be
included, so I had to define it in the project compilation settings.
Reviewed-by: Thorbjorn
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Every files has been checked against the hard coded
32 values except the map.cpp file.
I also added convenience functions in the Game class,
centralized the default item icon size, and removed two
unused defines in being.cpp.
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It already was, but now the the api is clear about it.
Client part of the mana issue: #363.
Reviewed-by: Bjorn.
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The comment in game.cpp about the server waiting for this is a lie.
Reviewed-by: Bertram.
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Trivial fix.
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Resolves: Mana-mantis #96.
Reviewed-by: Crush.
Note that the option to set the image position
next to the text is still needed
and will be handled in another issue.
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and added the default hit effects on it.
Reviewed-by: Jaxad0127.
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Reviewed-by: Jaxad0127.
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Resolves: Mana-Mantis #336.
Reviewed-by: Jaxad0127.
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Particles were being drawn with wrong positions due to their Z coordinate
being taken into account when sorting actors. Z is now only taken into account
when drawing them.
Reviewed-by: Bertram
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This is a problem with gcc 4.4.1.
Reviewed-by: Bjorn, Jaxad0127
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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This reverts commit d2c548e091f203196d93c011fc65944fb1cdc986.
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Use CMake on all Unix-like systems.
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This required moving to C++0x, so it does that too, and fixes a few errors with
that.
Reviewed-by: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
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Reviewed-by: Jaxad0127.
Resolves issue: #345.
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This event got lost in commit c6a081ba610c5f5f298bc80c2ef28facb41dffae
and made it no longer possible to change the client resolution except by
pressing Enter or Space after selecting an item.
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Just some stuff that piles up while "looking" at the code, which
eventually gets annoying to ignore while staging real changes.
* Replaced a few NULL occurrences with 0
* Rely on default parameter for std::vector::resize.
* Replaced a few "" with std::string()
* Prefer .empty() to == ""
* Removed a few comparisons with NULL
* Don't check pointers before deleting them
* Removed a bunch of redundant semicolons
* Made some global variables static (local to their compilation unit)
* Prefer prefix ++/-- operators to postfix versions when possible
* Corrected location of a comment
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Currently the same equipment window is used as for tmwAthena so that at
least something is visible. This means the location of equipped items is
currently illogical.
It is now possible to equip and unequip items.
Mantis-issue: 164
Reviewed-by: Stefan Dombrowski
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Source: http://enet.bespin.org/download/enet-1.3.2.tar.gz
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The player sends party invites to the game server.
If the invitee is within the visual range of the inviter, then
the game server forwards the invite to the chat server.
Reviewed-by: Bjorn, Jaxad0127
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Also fix position of being names.
Reviewed-by: Bertram
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The monster offset wasn't counted anymore so I had to readd it
in the display coordinates.
Part of issue: #345.
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This is provided through the use of the 'effect-id' property
of the <attack> tag.
Note that the 'particle-effect' support has been removed
as it was redundant, but can be kept for backward compatibility.
Now, on both Manaserv and tA, only the attack id 1 is supported,
i.e:
<monster>
...
<attack id="1" effect-id="11" action="attack" />
</monster>
More to come with re-enabling of the attack type support.
I had to fix a crash in the Being::takeDamage() function
when there were no attacker (in Manaserv), and add rotation
support to the effectManager to achieve this.
Reviwed-by: Jaxad0127.
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- double clicking a do_choice item submits it
- double clicking the npc chat will hit 'next'
- double click to buy/sell a single item
- clicking on no item in the inventory now deselects
- double click to use/activate items in inventory
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Reviewed-by: Bjorn
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Useful for making nicer layouts
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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To make room for the interface tab
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Added an 'Interface' tab for the items that seemed to fit better
there than in 'Video'.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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The cursor hopped around too much when mousing over stuff.
Cursors were off center by + 5x3 pixels.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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Clicking below the last item of a listbox would select the last item.
Made it do nothing instead.
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