Age | Commit message (Collapse) | Author | Files | Lines |
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You'll have to include it anyways 99% of the time
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There is still a good way to go, but this should get us
started
Reviewed-by: Jared Adams
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Also move the virtual destructors of the Net handler base classes to
the top of their method lists.
Reviewed-by: Chuck Miller
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Also cleanup PlayerInfo a bit.
Reviewed-by: Chuck Miller
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Reviewed-by: Jared Adams
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Handling moved from LocalPlayer to PlayerInfo class
Event system used to update windows
Reviewed-by: Jared Adams
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files.
Restored functional recharge bars in specials window.
Individual specials are only shown after the server informed the client about their status.
Made level label, use button and progress bars optional. Their use is controlled through specials.xml.
The special window button is again shown even when the player has no specials. This problem needs to be solved differently now for architecture reasons.
Reviewed-by: Jaxad0127
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Adds ActorSpriteListener to manage ActorSprite destruction as
recommended by Jaxad0127. This likewise includes the changes made by
Bertram.
Reviewed-by: Jaxad0127, Bertram.
Resolves: Manasource Mantis #160
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Reviewed-by: Bertram
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Pre-approved-by: Freeyorp
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Conflicts:
data/graphics/CMakeLists.txt
data/graphics/Makefile.am
src/client.cpp
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Also fix a small compilation error sometimes reported.
Reviewed-by: Chuck Miller
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No need for two different classes to manage ActorSprites.
Reviewed-by: Chuck Miller
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Rename mWalkTime to mActionTime in Being and have Being manage death.
Reviewed-by: 4144
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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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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Jaxad0127.
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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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Reviewed-by: Freeyorp
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Add option in players setup page.
Add command line option.
Signed-off-by: Jared Adams <jaxad0127@gmail.com>
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A new stats.xml file is parsed for player stats for ManaServ. The old hardcoded
stats remain as backup.
Reviewed-by: Bertram
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See tmwAthena's skill.c lines 7628 and 7633.
Reviewed-by: Chuck Miller
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accordingly.
This makes room for the actual eAthena protocol future inclusion.
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Reviewed-by: Bertram
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The job/class field is used to select the race. If the given race isn't defined,
it falls back on the first race (so servers can use jobs/classes without races).
Also rename job to subtype for Being and subclasses, and begin support for
changing monster and NPC subtypes on the fly (particle effects still need to be
reset when they change).
Reviewed-by: Bertram
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These are warps.
Reviewed-by: Bertram
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Also do some cleanup that's been needed for a while.
Reviewed-by: Bertram
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Reviewed-by: Freeyorp
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Reviewed-by: Chuck Miller`
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Thorbjørn Lindeijer
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Use it to hilight entries that we don't meet. Also make the entries in
that list higher, put server name and location on different lines, and
use the description below the list. The dialog is also resizable now.
Reviewed-by: Freeyorp
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The remaining instances can't easily or safely be changed as the classes
involved don't have type information like Being does.
Reviewed-by: Freeyorp
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This moves inventory/storage type into the Inventory class, having
size default to a call to the netcode to get the sive for the given
type.
Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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Reviewed-by: Chuck Miller
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And remove the hardcoded offset from eAthena's BeingHandler.
Reviewed-by: Freeyorp
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Themes can now control the colors they use. Colors in the Viewport (being
names, particles, etc) can still be changed by the user. Also make
ProgressBars more easily colored. DyePalette was made more flexible in the
process.
Also fixes comparing strings of different lengths insensitively.
Reviewed-by: Thorbjørn Lindeijer
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Reviewed-by: Thorbjørn Lindeijer
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