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[r3422] by utunnels

Fix screenshot 100 limit.
Add closefilestream.

2011-09-07 03:25:19 Tree
[r3421] by utunnels

1. Fix drawmethod overflow bug when scaling a sprite.
2. Add #pragma pack(4) in scriptlib, since it is causing mysterious bugs, we shall keep an eye on that.
3. Update script variables saving function saveScriptFile.
4. Unfinished global plan feature to make AI more flexible (no effect right now, the functions are still being written).

2011-09-06 13:51:02 Tree
[r3420] by utunnels

AI character more tolerable to player_min_z and player_max_z, if they hit the two point vertically, they'll turn to the opposite direction instead of choosing a random direction that leads out side the screen.

2011-09-05 02:42:51 Tree
[r3419] by utunnels

Optimize rgb gif copying speed a bit.

2011-09-05 01:12:04 Tree
[r3418] by utunnels

Update anigif.c to enable multiple gif players.
playgif now support true color by combining 3 gifs into 1.

For example:
animation data\scenes\water.gif

If waterr.gif and waterg.gif and waterb.gif are all present, and video mode is 16 or 32bit, this feature is enabled automatically.

2011-09-04 17:17:46 Tree
[r3417] by utunnels

Add argument list length checking in defense and offense command.

2011-09-04 06:20:47 Tree
[r3416] by utunnels

Twist default ai code.
Aggression now affects the chance aimove normal characters go after the target.
AI characters don't attack a grounded target if it doesn't have a bbox, but they will still walk around the target waiting for a chance.

2011-09-03 14:56:07 Tree
[r3415] by utunnels

Clean up bglayer water code in 8bit mode a bit.
Don't clear script variables after a new game or exit a game to avoid lost handles.

2011-09-03 03:50:08 Tree
[r3414] by utunnels

Leave global_var_list alone when new game option is chosen.
This solution avoids overwriting sprites handles.

2011-09-02 14:56:08 Tree
[r3413] by utunnels

Rewrite script save/load function anyway since previous ones didn't work as expected.

2011-09-02 14:15:15 Tree
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