Age | Commit message (Collapse) | Author | Files | Lines |
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Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL.
Then, I'll be able to finish this, by making also players visible when covered...
But Kage asked me (each and every hour) to do something else first ;)
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Warnings were about initialization order and signed variables compared
to unsigned variables. Please pay attention to these things.
Also made some getters const and turned some std::string parameters into
const std::string &.
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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.
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Mainly making sure 'const std::string &' is used everywhere instead of
'std::string const &'. The former has always been the preferred order in
this project.
(cherry picked from mainline)
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I don't know why we dealt with these things for so long. Did we ever get
anything out of it?
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https://themanaworld.svn.sourceforge.net/svnroot/themanaworld/tmw/trunk
(but kept looks in Being class, since eAthena works that way)
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r3629 | gmelquio | 2007-10-18 21:00:38 +0200 (Thu, 18 Oct 2007) | 1 line
Removed player looks from generic beings. Prevented client termination on missing sprites. Merged weapon-type and attack-type fields for items.
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r3630 | gmelquio | 2007-10-18 21:30:57 +0200 (Thu, 18 Oct 2007) | 1 line
Fixed changelog message.
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the resources directory, since they are part of the SpriteDef class.
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variant argument to 0 since this is the most common situation. Some SpriteDef
refactoring, splitting up the loading into several methods, in preparation of
adding support for including other sprites.
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spriteset index and looking it up later (checking validity should still be
added). Also calculate animation length during loading instead of summing it up
each time it is requested.
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animations of the monsters)
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improvements and more descriptive variable names in the parsing algorithmn.
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synchronization problem (resetting all animations).
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as strings.
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