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Commit Date  
[r468] by SumolX

pow() added as its not part of the sh-elf environment!

2007-02-12 22:29:37 Tree
[r467] by SumolX

Updated to sprite_list to spritecached and soundcached had bug in comparing paths.

2007-02-07 03:40:18 Tree
[r466] by SumolX

v2.0053 SDL && GP2X needed seperation on fullscreen + scalescreen

2007-02-03 01:49:57 Tree
[r465] by SumolX

v2.0053 Bug Fix release Refer to bug tracker.

2007-02-03 01:31:26 Tree
[r464] by SumolX

optimizations in vga_setpalette()

2007-01-24 22:52:10 Tree
[r463] by SumolX

user can now escape from display_credits().

2007-01-16 16:23:45 Tree
[r462] by SumolX

Added more robustnuess to last update:

for(i=0; i<models_loaded; i++){
if(model_list[i]->type == TYPE_PLAYER){
for(weap=0; weap<MAX_WEAPONS; weap++){
if(strncmp(newchar->name, model_list[i]->weapon[weap], MAX_NAME_LEN) == 0){
players_weapon = 1;
break;
}
}
}
if(players_weapon) break;
}

2007-01-14 17:26:20 Tree
[r461] by SumolX

Previously smartbombs would only allow "type players" to have full access
to smartbomb properties. Now if a weapon is associated with player we will
scan for all weapons that are to be used and allow them as well to have
full control to smartbomb.

before:

if(newchar->type == TYPE_PLAYER){
newchar->dofreeze = atoi(findarg(buf+pos, 3)); // Are all animations
frozen during special
newchar->speclen = atoi(findarg(buf+pos, 4)) * GAME_SPEED;
}

after:

for(i=0; i<models_loaded; i++){
for(weap=0; weap<MAX_WEAPONS; weap++){
if(strncmp(newchar->name, model_list[i]->weapon[weap], MAX_NAME_LEN) ==
0) players_weapon = 1;
}
}

if(newchar->type == TYPE_PLAYER || players_weapon){
newchar->dofreeze = atoi(findarg(buf+pos, 3)); // Are all animations
frozen during special
newchar->speclen = atoi(findarg(buf+pos, 4)) * GAME_SPEED;
}

2007-01-14 16:43:29 Tree
[r460] by SumolX

nocost was being checked after attack had landed on enemy. Which is incorrect as once the attack lands on an enemy we must subtract the shot from health or mp.

2007-01-13 23:06:40 Tree
[r459] by SumolX

Looking at the code I could see that the default for player_fall() was using a value of 1 for toss as self->model->jumpheight by default is 4. Therefore, I changed the following from toss(self, self->model->jumpheight/4); to toss(self, 1);

2007-01-13 22:09:54 Tree
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