Age | Commit message (Collapse) | Author | Files | Lines |
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The beinghandler didn't tell to the being::setSprite() function
if the equipment was a weapon or not.
Resolves: Manasource-Mantis #157.
Reviewed-by: Jaxad0127.
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Conflicts:
src/gui/itempopup.cpp
src/item.cpp
src/monster.cpp
src/net/manaserv/playerhandler.cpp
src/net/tmwa/partyhandler.cpp
src/npc.cpp
src/player.cpp
src/resources/itemdb.cpp
src/resources/monsterdb.cpp
src/resources/monsterinfo.cpp
src/resources/npcdb.cpp
src/resources/spritedef.cpp
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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.
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Conflicts:
src/beingmanager.cpp
src/beingmanager.h
src/client.cpp
src/localplayer.cpp
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Reviewed-by: Jaxad0127
(A few days ago...)
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Instead of having these three subclasses with minor differences, this
commit merges them back into Being. In the future, we can make Beings
that are talkable to some, attackable by others, etc. This also puts
back support for monster equipment.
Also changes remaining references to Being::Type and the constants to
refer to ActorSprite::Type.
Reviewed-by: Freeyorp
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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: ...
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Ownership of the charInfo global variable wasn't well defined. It was
being locked, unlocked and generally modified from a lot of places, and
somewhere in this mess it ended up crashing when switching servers.
Now the CharHandler instances, for eAthena and manaserv respectively,
own this list of characters. A new class, Net::Character wraps up the
slot index in combination with the player dummy. The list is passed on
to the CharSelectDialog each time it changes.
Both related and unrelated cleanups were made as well.
Reviewed-by: Jared Adams
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Mantis-issue: 938 (TMW Mantis)
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But I added some logs when speed and other actions where refused due to game/map
uninitialized. This could help.
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This is the First step to get rid of most hardcoded 32 values.
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Also added the update copyright tool from the Wormux Team.
( And not forgetting credit's due. :P )
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Also remove some extra new lines and fix eAthena's PartyTab define guards.
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I just discovered that the X,Y offsets aren't handled
the same way between eAthena and Manaserv to draw the player's character.
So, this patch hopefully fix the walk on water bug.
There are some glitches left:
- Like walking diagonally to a blocked corner.
- Or Some times the character miss a blocked tile and correct its route.
- The character's name is drawn in the wrong place for Manaserv client.
- The playerBox draws the player at the wrong location; He's not centered at login
and isn't diplayed at all in equipment window...
But anyway, it's better than before.
I'll go on for some polishing before continuing. Some cleanups
are becoming vital for code's understanding.
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