wrenczes@gmail.com
d439be4f75
Fixed http://code.google.com/p/wagic/issues/detail?id=572 , where a card sometimes might not show its tap status correctly. My fix for 550 was slightly off, in that if a card view's position was updated (ie from a zone change, etc), the pos pointer shouldn't be cleared. Only the pos related to the 'this' pointer is the one that can't be referenced anymore, fixed the destructor code.
2011-01-25 07:52:01 +00:00
techdragon.nguyen@gmail.com
6100641edd
changed line endings to UNIX style line enidngs. last commit didn't take for some reason.
2011-01-24 20:19:17 +00:00
techdragon.nguyen@gmail.com
7848669702
changed line endings to UNIX style line enidngs
2011-01-24 19:56:45 +00:00
omegablast2002@yahoo.com
b0fe919cc3
fresh eboot
2011-01-24 18:47:59 +00:00
omegablast2002@yahoo.com
c6584a9e9d
meant hasType...tho im not really sure its needed(?)
2011-01-24 18:26:04 +00:00
omegablast2002@yahoo.com
0b0da78e30
removed a change that wasnt supposed to be there. sorry!
2011-01-24 18:23:02 +00:00
omegablast2002@yahoo.com
5f2af4413a
fixed the conflicted cards mike reported.
...
saprolings conflict i have not fixed -1924 is saproling, tho i explictly remember replacing all these with token(Saproling,creature saproling,1/1,green) not sure who changed them back, the others are indeed due to incoding.
2011-01-24 18:17:43 +00:00
omegablast2002@yahoo.com
beec00c254
2 changes, first fixed the bug where auras were causing the cards to slide to the right, auras always have targets, so i added a conditional to guiplay to ignore adding it to the horizontal shift as these auras should never be just laying in the battlefield with no target.
...
2nd, started laying some ground work for planeswalkers.
added the planeswalker rule, as per mtg rules, if you have a type=planeswalker subtype=jace already on the battlefield, both are sent to the graveyard. so you can not have a jace mind scuptor and a jace beleren out at the same time. i choose to use subtype= and type= rather then adding another variable to MTGCard...
also, added GuiPlay positioning for planeswalker,
i think theres been a HUGE misunderstanding about planeswalkers which has most going "battlefield is too crowded where would be put them...easy...slap them at the end of the lands ..done...theyre not creatures or artifacts/enchantments..so i moved them to the colum with the lands and have guiplay slap them at the end of that colum...btw this is in no means final...if someone can think of a better solution be my guest, but looking at the planeswalker (workaround) thread, its pretty obvious that no one will care where we slap the planeswalkers, as long as theyre supported. planeswalkers have alot more ground to cover...
2011-01-24 17:58:14 +00:00
guzhenjie1@gmail.com
556df85a31
1. Fixed the Skeleton token of Drudge Spell and Graypelt Refuge in mtg.txt.
...
Add Skeleton token for Drudge Spell in HML. _cards.dat:
[card]
primitive=Skeleton
id=-2915
rarity=T
[/card]
2. Fixed the Liege of the Pit according MTG rules.
3. Removed "丒" in following cards' text:
Eternity Vessel
Grizzly Fate
Ior Ruin Expedition
Sunspring Expedition
Ulasht, the Hate Seed
Umezawa's Jitte
4. Removed "?" in following cards' text:
Argent Sphinx
Kuldotha Phoenix
2011-01-24 11:05:42 +00:00
omegablast2002@yahoo.com
46891d8de8
added a commit to "thatmuch" variable to explain what its for.
2011-01-23 18:23:44 +00:00
omegablast2002@yahoo.com
48fd6a1bc1
2 changes wrapped my last commit incorrectly, the fix for @targeted...and i added a conditional to keep the "combat bump" hint out of test suite, i found out it slowed test suite down considerably
2011-01-23 17:57:37 +00:00
omegablast2002@yahoo.com
ee29fbc237
removed a unused variable and correct a bug with [share] spells tc's are deleted as they resolve so these effects couldnt take adventage of this type of targeting when the effect ability was a fizzle.
2011-01-23 17:29:26 +00:00
omegablast2002@yahoo.com
12bdaffac1
doc reported that @targeted was not resolving before the spell which triggered it, as per mtg rules, this trigger is a statebased trigger that resolves instantly.
2011-01-23 14:34:55 +00:00
solo81@web.de
2bcf7ecdff
Added 650 new cards based on rev2922.
...
Playable Highlights are:
Psychatog
Grim Lavamancer
Anurid Brushhopper
Flameblast
Thwart
Baron Sengir
Sengir Vampire
Stuffy Doll
Undiscovered Paradise
Gush
Heritage Druid
Mageta the Lion
Faceless Butcher
Mesmeric Fiend
Oblivion Ring
Parallax Wave
Knight of the White Orchid
Contagion
80 creatures with Morph (Exalted Angel,etc.)
Added 27 tests.
Card list -> see comments. The list is separated into the single card groups.
2011-01-23 12:41:11 +00:00
wagic.the.homebrew@gmail.com
c113c154c1
Erwan
...
- In line Zethfox's idea with WParsedInt objects inside MTGAbilities, deleted some unused variables.
2011-01-23 08:28:24 +00:00
wagic.the.homebrew@gmail.com
f63aa379e7
Erwan
...
- moved all "loseLife/gainLife" duplicated code into 1 Player method
2011-01-23 06:59:00 +00:00
wagic.the.homebrew@gmail.com
14f2e9b0f2
Erwan
...
- simple refactor of "putIn*" functions in MTGGameZones
2011-01-23 06:03:37 +00:00
omegablast2002@yahoo.com
63b3bdfef6
missed a spot to send @targeted events.
2011-01-22 22:02:20 +00:00
omegablast2002@yahoo.com
da8f8dd558
fixeda bug with counter cost when uses with lords/aslongas/foreach/insert any ability other then auto={c(1/1,-1)}:effect....
...
tho no ticket was open for it using such combinations actually ADDED counters to a card instead of removing them.
this is because in the clone of the cost, the counters original nb was never set into the clones...so it was set to the defualt nb which was 1.
2011-01-22 17:53:30 +00:00
omegablast2002@yahoo.com
62873dc971
more fixes to the review
2011-01-22 17:14:41 +00:00
omegablast2002@yahoo.com
07802134e8
more fixes from the review...
2011-01-22 16:48:55 +00:00
omegablast2002@yahoo.com
27e60fc605
fixed most of the reviewed code, corrected all danger zone code which could have had bad side effects.
2011-01-22 16:12:17 +00:00
omegablast2002@yahoo.com
946df16af5
removed eradicate ability and replaced it with a far more flexable solution which is
...
added new card discriptor [share!variable!]
the variables for this so far are
name <---eradicate effect targetting
color <--radiance effect targetting
types <--the plague cycles
it is important to note that a target IS REQUIRED before this, meaning it has to be used below a target= or after the targetting of an && ability...otherwise it will simply default to the source cards variables.
this solution provides a much more generic version without sacrificing the effectiveness of the eradicate set which was limited only to eradicate style cards(which ALSO required a target)
coding exsample
[card]
name=Eradicate
target=creature[-black]
auto=all(*[share!name!]|targetcontrollerhand) moveto(exile)
auto=all(*[share!name!]|targetcontrollerlibrary) moveto(exile)
auto=all(*[share!name!]|targetcontrollergraveyard)moveto(exile)
auto=all(*[share!name!]|targetcontrollerbattlefield) moveto(exile)
mana={2}{b}{b}
type=sorcery
[/card]
you will notice something strange above, for this change to work i had to fix the bug with "targetcontrollerBLAH" zone targetting...tho my fix was a patchwork fix, it does indeed provide the targets controller...we need to find the root cause of why initToZone is not returning the correct "target" variable to this function.
if the source does not have a target it defaults to source.
before it there was no target, which there never is a correct target returned as noted by the fact that 0 cards exist with targetcontroller zone targetting in WAGIC however theres a considerably large card pool for this.
enjoy :)
docs going to kill me for this lol.
2011-01-22 12:30:42 +00:00
wagic.the.homebrew@gmail.com
d581a72c1d
Erwan
...
- changed "putInPlay" to return "NULL" if the card cannot be found in the "from" zone. The behavior of the function before that prevented to see that we broke the "alternate" cost feature (see test Vine Dryad)
- Fixed some memory leaks introduced in r2922
2011-01-22 09:43:13 +00:00
omegablast2002@yahoo.com
094c97dec8
corrected an issue where morphing a creature would overwrite basic abilities granted by lords. it was because i was not ADDING the new basic abilities it gained to the end result of face upping the creature.
...
also forgot to mention in my big patch
i added a new test suite tool, its a goto command
if you start on draw and want to get to second main,
goto secondmain
instead of
next
next
next
next
next
"next" is still valid and still needed
you can not for exsample
goto attackers
if you are ALREADY currently in "attackers" so if you wanted to go from YOUR attackers to opponents attackers
from draw step
goto attackers
next
goto attackers
this replaces about 12 "next" commands which would have been needed in preivous test suite.
2011-01-22 02:35:11 +00:00
omegablast2002@yahoo.com
299bb4f9fa
removing the rest of the originatingZone code mike added, as we already have this variable as
...
card->currentZone
2011-01-21 21:55:12 +00:00
omegablast2002@yahoo.com
473abd9814
im forced to do this commit in whole instead of parts as originally planned, and before my beta test period of the changes is complete BECAUSE there are people doing "clean up" and the MASSIVE amount of conflicts i have to resolve from it is WAY too much for me to take on after nearly 200 hours of coding this patch. i cant seem to get enough respect to have people hold off on "clean up" so this brings me to being forced to do a full commit before playtest period is done, so they can go ahead with there *super important* clean up.
...
ok i WAS going to write a full change log with code exsamples ect, but since im rushed you will get the short version of this log.
first bug fixes, and there were many,
indestructible creature bug fixed
halimar execavator *embearessing youtube video" bug is fixed
token text now displays source name and tokens abilities
fixed a card view null pointer in an iterator when code used combinations of foreach and aslongas with CD.
epic struggle bug fixed, aslongas was only parsing one space to the right of the operator.
extra cost containing targetting fixed, cards can now have multiple extra cost in all mana...this includes giving a card 2 targeted sacrifices as its main cost.
angelic chorus bug fixed, the card will be soft coded now.
and many other minor bugs fixed, hard to remember all which were fixed.
now, new abilities = words
"legendarylandwalk",
"desertlandwalk",
"snowforestlandwalk",
"snowplainslandwalk",
"snowmountainlandwalk",
"snowislandlandwalk",
"snowswamplandwalk",
"snowlandwalk",
"nonbasiclandwalk",
"strong",//cant be blocked by creature with less power
"weak",//cant block creatures with more power
"phasing",
all true landwalks will now be supported.
new cost types:
morph which is coded as follows
[card]
name=Bloodstoke Howler
facedown={3}
autofacedown={6}{R}:morph
autofaceup=3/0 all(beast|mybattlefield))
text=Morph {6}{R} (You may cast this face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) -- When Bloodstoke Howler is turned
face up, Beast creatures you control get +3/+0 until end of turn.
mana={5}{R}
type=Creature
subtype=Beast
power=3
toughness=4
[/card]
you will notice new auto lines autofaceup and autofacedown
these are abilities the cards will have when theyre in that state.
the cost is coded as
facedown={cost}
when a card is faced up it gains auto= lines also.
tho is played normally it will NOT gain autofaceup=lines
card restrictions:
cards can now have restrictions placed on them the restrictions are.
all previous restrictions usable in activated abilities
with the follow additions
control two or more vampires
control less creatures
control snow land
casted a spell
one of a kind
fourth turn
before battle damage
after battle
during battle
[card]
name=Blood Frenzy
target=creature[attacking;blocking]
restriction=before battle damage
auto=4/0
auto=treason
text=Cast Blood Frenzy only before the combat damage step. -- Target attacking or blocking creature gets +4/+0 until end of turn. Destroy that creature
at the beginning of the next end step.
mana={1}{R}
type=Instant
[/card]
other cost now can have specail restrictions also:
otherrestriction=mytypemin:1 type(swamp),opponenttypemin:1 opponenttype(plains)
these are minimums required inplay of a type
it can be just you, or you and opponent or just opponent
you can also use the words "more" and "less" and * to compare the 2 players fields.
[card]
name=Cho-Arrim Legate
abilities=protection from black
other={0}
otherrestriction=mytypemin:1 type(swamp) , opponenttypemin:1 opponenttype(plains)
text=Protection from black -- If an opponent controls a Swamp and you control a Plains, you may cast Cho-Arrim Legate without paying its mana cost.
mana={2}{W}
type=Creature
subtype=Human Soldier
power=1
toughness=2
[/card]
activated ability gained a new restriction "opponentturnonly"
variables will now be recalculated during the resolve of the major abilities to produce the most current number.
{x}:draw:x <----
new number variables words:
using draw as an exsample
draw:auras <--auras on a creature
draw:type:ally <---counts the allys in your field. self explanitory
draw:thatmuch <--mostly a triggered effects number.
when you take damage draw that much
draw:lifelost
draw:oplifelost
these return the value of the life lost that turn.
new TRIGGER restricitions
sourcenottap
sourceTap
foelostthree<--card cycle uses opponent lost life
foelosttwo<--same as above
once<--this trigger will only ever trigger one time and never again.
new card discriptor words
[multicolor]
[leveler]
[enchanted]
[blackandgreen]
[blackandwhite]
[redandblue]
[blueandgreen]
[redandwhite]
CD will now recalculate the number again on resolve
meaning {x}:target(CreatureTargetChooser[manacost <=x]) will work, with an added bonus {x}:target(CreatureTargetChooser[manacost <=any word variable])
new this(:
this(tapped)<--for strange case cards.
this(untapped)
this(auras)
new MTGAbility keywords
(blink)
(blink)forsrc <--stay blinked while source inplay
hand(blink <---adding hand to the front makes it target hand.
livingweapon
this is an extension of token, simple attach the words "livingweapon" to the front of token( and it will autoamtically token that and attach the card to it.
token( gained:
"targetcontroller" targetting.
"battleready" if put in the tokens abilities it will be a attacker and tapped as it is entering play.
phaseout <--self explanitory
spiritlink <--stacking lifelink style effect that benifits the OWNER of the card.
combatspiritlink same as above.
stacking flanking, requires 2 abilities unfortunately
[card]
name=Agility
target=creature
auto=teach(creature) flanker
auto=teach(creature) flanking
text=Enchant creature -- Enchanted creature gets +1/+1 and has flanking. (Whenever a creature without flanking blocks this creature, the blocking
creature gets -1/-1 until end of turn.)
mana={1}{R}
type=Enchantment
subtype=Aura
[/card]
removeallcounters(number/number,name)
removes all counters of the type from a card, can all be
"all"
vampire hexmage effect.
added new tools for transforms
,setpower=number
,settoughness=number
removetypes
morph
autofacedown={0}:morph
eradicate <---same as the card name.
cumulativeupcost[ <--self explanitory
upcostmulti[ <--an upcost that will resolve with a && ability
phaseaction[ phase name ] ability
an ability that will trigger on the stated phase name.
also support for phaseactionmulti[
new triggers added:
@vampired( <--sengir vampire effect
@targeted(
@lifeloss(
@lifed(
add a special ability builder called dynamicability
it acts alot like a choose your own adventure book
dynamicability<! variable 1, variable 2, variable 3,variable 4!> optional ability targetting the original target.
variable list 1:
this is the primary amount source
source
mytgt
myself
myfoe
variable list 2:
this is the variable we're after, or the amount
power
toughness
manacost
colors
age
charge
oneonecounters
thatmuch
variable list 3:
this is the main effect
strike
draw
lifeloss
lifegain
pumppow
pumptough
pumpboth
deplete
countersoneone
variable list 4:
how it will do this effect to.
itself
eachother
targetcontroller
targetopponent
tosrc
srccontroller
srcopponent
the best way to explain its usage is to look at cards coded with this ability. or experiment with combinations.
new gameoption
First turn player:player, opponent, random
who takes the first turn
added poisoned status, tho not complete since MBS hasnt spoiled enough cards to see where this variable will be used.
taught ai how to counter spell
improved ai, it will now cast instants during interupts and during your turn.
previously ai treated instant cards the same as it treated sorceries, which was not fair to the ai.
im sure there is some messed items, but the rev directly before this one had formatting in the code that created hundreds of conflicts with this one, so i had to dig this info out of red and green sections.
cards and test are coming soon, i ask PLEASE do not alter these new additions until the test are commited.
im commiting without the test because instead of allowing me to proceed with my beta test period, there are some that wish to rush me into a commit. if you do not like this commit revert it, i absolutely on no grounds give permission to recommit afterwards. and i will not recommit if a revert is called.
2011-01-21 20:18:56 +00:00
techdragon.nguyen@gmail.com
b836c97a1b
fix to previous checkin. adding new parameter to specify originating zone of card
2011-01-21 18:46:13 +00:00
omegablast2002@yahoo.com
0e49775f27
the back image quad for morph.
2011-01-21 18:39:25 +00:00
techdragon.nguyen@gmail.com
e53c16f700
No code change just reformatting of header files.
...
finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
* Any empty virtual declarations were kept to one line.
* Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
2011-01-21 18:01:14 +00:00
wagic.the.homebrew@gmail.com
6d3d4c1792
Erwan
...
- refactor of MTGRules.cpp (buyback/flashback/retrace/alternative).
This change has been reviewed by myself, Wil, and Mike. The test suite passes.
More cleanup can be done, I will work on that later on.
2011-01-21 10:27:45 +00:00
guzhenjie1@gmail.com
b6713c02ec
Fixed two cards' name in ME4 _cards.dat:
...
primitive=Lim-D鹟's Cohort
==>
primitive=Lim-Dul's Cohort
primitive=Jun鷑 Efreet
==>
primitive=Junun Efreet
2011-01-20 10:56:15 +00:00
wrenczes@gmail.com
df77cc584f
Err, sorry, that's not fair - I was forcing this pspsdk change on everyone. Put it back to off by default - to turn on the signing, simply uncomment SIGN_PRX = 1 in the makefile.
2011-01-19 11:05:42 +00:00
wrenczes@gmail.com
0b16401c88
Some tweaks to support automatic signing of the wagic eboot on psp. To use, you'll need to unzip the mods I made into your pspsdk folder - you should end up with two utils in the bin folder, and some slight mods to the build.mak file (under pspsdk/psp/sdk/lib/).
...
(Erwan, pls give this a sanity check for me).
Nice side effect: running the signed version seems to clear up a crash I'd get when putting my psp into sleep mode in the middle of a match.
2011-01-19 11:03:09 +00:00
Xawotihs
04c1ff23dd
Fixed OpenGL 1.1 code with Qt. The Qt version on windows now uses it by default instead of OpenGL 2.0.
2011-01-16 17:31:24 +00:00
Xawotihs
963730536e
Mouse/touch support for the options menu (issue 576). Still missing support for the virtual keyboard.
2011-01-16 11:05:02 +00:00
techdragon.nguyen@gmail.com
44c101bf6b
removed extra variable that I shouldn't have
2011-01-16 08:27:32 +00:00
techdragon.nguyen@gmail.com
1be97b76f8
code cleanup. No code changes
...
- removed unused variables
- added line breaks between methods (not everywhere just where i saw it while removing unused variables)
2011-01-16 07:49:34 +00:00
solo81@web.de
a79164e800
Fixed Spike Weaver.
2011-01-15 13:12:56 +00:00
wrenczes@gmail.com
e5edf779f5
Reworked a patch sent to us ( http://wololo.net/forum/viewtopic.php?f=15&t=2464 ) that replaces the text symbols for the psp buttons with the actual icons. While at it, I found a bunch of issues with the ActionStack's render code (ie when you get the popup menu to interrupt a spell being played & the like) - the bounding rect actually went above the screen's region, clipping problems (the interrupt text was previously drawing over the interrupt effect), alignment problems when the avatar was being drawn, vertical text alignment, fudged alignment numbers for the quads that didn't make any sense, etc.
...
I also tweaked slightly the psp icons to center the symbols, as they were too much to the right. (Be sure to copy the updated graphics/iconspsp.png to your Res folder.)
2011-01-13 09:56:55 +00:00
omegablast2002@yahoo.com
bd529c3618
this is the base shadow for a fix to multitargetted extracost which i will be commiting as soon as the cards are coded.
...
doc was having issues getting this image in its correct format so i figure i would commit this ahead of time and it would do no harm
2011-01-12 20:01:25 +00:00
guzhenjie1@gmail.com
3f81a8d238
2011-01-12 14:07:25 +00:00
wrenczes@gmail.com
2063e27681
Added a debug helper override class for ifstream - this normally washes out to std::ifstream. If #define TRACK_FILE_USAGE_STATS is enabled, it derives from ifstream, but additionally tracks each time we create an instance for a given file name & counts each hit in a map, and dump the statistics on shutdown. This is to help track how often we open up certain files, since i/o is costly on the psp.
...
Here's an sample run on my win box where I launched & ran the test suite once (note that for more interesting stats, forcing a low memory condition would be more interesting so that it'll thrash more):
-------------------
File Usage Statistics
../../../wagic_res/graphics/simon.dat -- 1
../../wagic_res/graphics/simon.dat -- 1
../wagic_res/graphics/simon.dat -- 1
22222220.jpg -- 1
42187t.jpg -- 1
4514111t.jpg -- 1
4838511t.jpg -- 1
4838512t.jpg -- 1
51613t.jpg -- 1
89069t.jpg -- 1
Advisor.wav -- 1
Ally.wav -- 1
Angel Token.jpg -- 1
Angel.wav -- 1
Ape.wav -- 1
Archer.wav -- 1
Assassin.wav -- 1
Atog.wav -- 1
Aura.wav -- 1
Barbarian.wav -- 1
Basic.wav -- 1
Bat.wav -- 1
Bear.jpg -- 1
Beast Token.jpg -- 1
Berserker.wav -- 1
Bird.wav -- 1
Centaur.wav -- 1
Cleric.wav -- 1
Cockatrice.wav -- 1
Construct.wav -- 1
Crocodile.wav -- 1
Cyclops.wav -- 1
Dauthi.wav -- 1
Demon.wav -- 1
Dragon.jpg -- 1
Drake.wav -- 1
Druid.wav -- 1
Dryad.wav -- 1
Dwarf.wav -- 1
Efreet.wav -- 1
Elemental.wav -- 1
Elephant.wav -- 1
Elf.wav -- 1
Elk.wav -- 1
Equipment.wav -- 1
Forest.wav -- 1
Frog.wav -- 1
Fungus.wav -- 1
Giant.wav -- 1
Gnome.wav -- 1
Golem.wav -- 1
Horror.wav -- 1
Horse.wav -- 1
Hydra.wav -- 1
Illusion.wav -- 1
Insect Token.jpg -- 1
Insect.jpg -- 1
Insect.wav -- 1
Island.wav -- 1
Juggernaut.wav -- 1
Kithkin.wav -- 1
Kobold.wav -- 1
Kor.wav -- 1
Kraken.wav -- 1
Lair.wav -- 1
Land.wav -- 1
Leech.wav -- 1
Legendary.wav -- 1
Leviathan.wav -- 1
Lhurgoyf.wav -- 1
Lizard.wav -- 1
Masticore.wav -- 1
Mercenary.wav -- 1
Merfolk.wav -- 1
Metathran.wav -- 1
Minion.wav -- 1
Minotaur.wav -- 1
Monk.wav -- 1
Mountain.wav -- 1
Mutant.wav -- 1
Myr.wav -- 1
Nightmare.wav -- 1
Nothing.wav -- 1
Ogre.wav -- 1
Ooze.wav -- 1
Orc.wav -- 1
Orgg.wav -- 1
Ouphe.wav -- 1
Pirate.wav -- 1
Plains.wav -- 1
Plant.wav -- 1
Rat.wav -- 1
Rebel.wav -- 1
Res.txt -- 1
Res/../../../wagic_res/graphics/simon.dat -- 1
Res/../../wagic_res/graphics/simon.dat -- 1
Res/../wagic_res/graphics/simon.dat -- 1
Res//test/Amugaba.txt -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_1.txt -- 1
Res//test/Auriok_Sunchaser_ASLONGAS_2.txt -- 1
Res//test/Call_to_Heel_1.txt -- 1
Res//test/Call_to_Heel_2.txt -- 1
Res//test/Covetous_Dragon_ASLONGAS_3.txt -- 1
Res//test/Covetous_Dragon_ASLONGAS_4.txt -- 1
Res//test/Glimmervoid_ASLONGAS&TRIGGER.txt -- 1
Res//test/Nevinyrrals_Disk.txt -- 1
Res//test/Nevinyrrals_Disk2.txt -- 1
Res//test/Nyxathid.txt -- 1
Res//test/OneDozenEyes.txt -- 1
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End File Usage Statistics
-------------------
2011-01-11 10:11:15 +00:00
wrenczes@gmail.com
ccd972ada3
Eliminated some spurious string copy construction - changed a couple string return functions to return a reference instead.
2011-01-11 09:32:23 +00:00
wrenczes@gmail.com
85bd7aa145
2011-01-11 09:28:27 +00:00
wrenczes@gmail.com
1c011e568a
Missed checking this file in along with the other leak fixes from Ittobaal.
2011-01-11 09:12:56 +00:00
guzhenjie1@gmail.com
9c52b834f0
Fixed Overgrown Tomb, Thorntooth Witch and Tornado Elemental.
2011-01-10 15:34:34 +00:00
Xawotihs
e0823b82c4
Fix for issue 568. It was a hard one, it probably happened more
...
frequently with the touch/mouse interface, but this bug potentially
affected all the platforms.
2011-01-08 18:26:22 +00:00
Ittobaal@gmail.com
07ef902d85
Added newline to end-of-file
2011-01-08 12:24:39 +00:00
Xawotihs
c3b926830a
[Maemo] Readded the resources copy in the postinstall script
2011-01-06 22:07:28 +00:00