Commit Graph

  • 54a2f949b7 - Fix case sensitivity issue for some card sounds - added null checks for "shadow" textures wagic.the.homebrew 2011-12-12 13:10:33 +00:00
  • db664e2836 added some error handling for downloading core files. app will display a message if an error has occurred while downloading and then retry the download after user dismisses the alert. TODO; replace string literals with constants or static NSString objects. techdragon.nguyen@gmail.com 2011-12-12 12:24:12 +00:00
  • 59b1c8167e Fixed some primitives, changed Baru fist of kosa in _cards.dat punkeduard@gmail.com 2011-12-12 04:21:22 +00:00
  • c9fd53808f - fix compilation issue on psp - attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster. - uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes - I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded) - As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago. wagic.the.homebrew 2011-12-11 13:48:24 +00:00
  • f8f5c24304 reverted accidental change to modrules.xml techdragon.nguyen@gmail.com 2011-12-11 10:04:55 +00:00
  • e58f96afad fixed iPad splash screen issues. fixed memory leak techdragon.nguyen@gmail.com 2011-12-11 09:12:44 +00:00
  • 128c60bc2b added download feature for iOS port required libs: * ZipArchive - Obj-C impl of zip * asi-http-request : http request help to assist with asynchoronous downloading of files * minizip : support for ZipArchive * Added default splash screen for iOS app. (using the Wagic background to keep it neutral to module) techdragon.nguyen@gmail.com 2011-12-11 07:40:22 +00:00
  • 071dca6b0a Added Premium Deck Series: Graveborn _cards.dat in sets punkeduard@gmail.com 2011-12-11 03:59:45 +00:00
  • a3e101eb9c fix for issue 769, random modes including momir do not have meta data. omegablast2002@yahoo.com 2011-12-10 12:56:36 +00:00
  • 83ac157ebd Fixed some primitives related to the latest cards added punkeduard@gmail.com 2011-12-10 02:12:28 +00:00
  • 2030d34643 Fix for issue 766 ("cancel" on opponent deck selection goes to the deckeditor) wagic.the.homebrew 2011-12-10 01:05:59 +00:00
  • fe78345ef7 first draft of ad code for iOS. Not adding admob/adwhirl/adSesnse libs to this commit. You will need to download them to get the port to build under XCode techdragon.nguyen@gmail.com 2011-12-08 20:50:36 +00:00
  • 69a0323c86 - Added cache for the count of AI decks, to reduce file access especially on victory screen. This fixes some massive lags on the PSP when winning a game - bumped version number to 0.17 - removed some dead code in utils.h wagic.the.homebrew 2011-12-07 14:34:59 +00:00
  • 17e506147e Added the result of the 2nd Grand Card Safari: solo81@web.de 2011-12-07 00:12:25 +00:00
  • bf2f7f38f6 Fixed primitives: life's finale, hedron crab, Army of the Damned punkeduard@gmail.com 2011-12-05 07:19:58 +00:00
  • 409d249051 Spanish translation update (including cards) by yomismo wagic.the.homebrew 2011-12-04 07:32:02 +00:00
  • 70b1879093 - [PSP] Fix for issue 768 : PSP cannot read zipped images from zipped files. This was a lowercase/uppercase issue - [PSP] added last log message in exception log wagic.the.homebrew 2011-12-04 07:14:16 +00:00
  • 524c7486f5 Fixed some cards punkeduard@gmail.com 2011-12-04 06:59:26 +00:00
  • c5d0883136 fix @discarded. omegablast2002@yahoo.com 2011-12-01 12:11:48 +00:00
  • 3514476812 - Created a GamePhase type to ease debug. - Modified the testsuite and gameobserver to be able to replay all the testcases based on the actions logged during the first pass. This allows to test the action logging and replay used during undo. It's only activated in multithreaded mode and it does not work on Momir tests. - Modified choice logging and replay to use menuId instead of ability index, as, for some obscur reasons related to Lord, those ability indexes may change. - Fixed bug in nextphase logging wrongly generating click actions - Added a "stack" zone to the click ability logging to be able to replay properly interrupt - Fixed a wonderful bug mixing card names with zone names in the actions execution engine - Added a "combatok" action logging/execution - Added a "clone" virtual method to MTGCardInstance and Token to be able to clone correctly the right object type. Used that in MTGGameZones::removeCard Xawotihs 2011-11-29 21:50:16 +00:00
  • 104d134c1f wolfbriar elemental added green to the token... omegablast2002@yahoo.com 2011-11-29 11:00:05 +00:00
  • e880acda06 Corrected Bloodgift Demon. solo81@web.de 2011-11-28 18:52:28 +00:00
  • d01a5531d9 fix for shop crash. in the shop there is no "game" so cards in booster packs are never assigned a observer as no observer is ever created at this point. omegablast2002@yahoo.com 2011-11-27 14:25:24 +00:00
  • 4c56842cf5 - Fix PSP (and other non-debug) compilation. Yann please review. - Fix memleak I introduced recently in modrules.cpp wagic.the.homebrew 2011-11-27 07:53:37 +00:00
  • 29132073de - Modified DeckManager class to not use a global instance anymore when used within the game engine - Modified DuelLayers to not use a global MTGPhaseGame instance anymore - Moved the reset of currentActionCard out of the ActionLayer render function : that fixes the remaing problematic tests in the multithreaded testsuite - Added a method in ActionLayer converting a card ability into a menu index - Used this new method in the game observer to log correctly AI ability actions - Added a DumpAssert method in the game observer, it can be used to dump the game and assert in order to easy crash reproduction - Cleaned up TargetList properties access - Added an optimisation in GuiMana to not compute update code if the rendering is not used (multi-threaded mode) - Added a deadlock detection in the test AI vs AI multithreaded mode - Fixed minor bugs in test AI vs AI multithreaded mode - Added a games/second counter in the test AI vs AI rendering Xawotihs 2011-11-23 19:11:48 +00:00
  • dca6d3ad38 - Fix for issue 762 (render tinyCrops broken) wagic.the.homebrew 2011-11-20 13:09:52 +00:00
  • 5d443b9b68 Fixed some primitives punkeduard@gmail.com 2011-11-20 02:04:00 +00:00
  • fbb92304dd Removed compilation warnings Xawotihs 2011-11-19 15:21:42 +00:00
  • 851e1f20f1 - some dangerous casts Player/MTGCardInstance fixed - removed typeAsTarget function and replaced with dynamic casting - The test suite passes, but it is possible that I busted some of AI's features :( wagic.the.homebrew 2011-11-19 14:07:57 +00:00
  • e9139bedab Readded the new code for Resounding Roar and Resounding Thunder. solo81@web.de 2011-11-17 18:56:24 +00:00
  • 0061e6af01 Revert r4062, which broke the test suite wagic.the.homebrew 2011-11-17 13:11:24 +00:00
  • bdb55945df Fixed crash happening when loading resources from a .zip in a 64bits system Xawotihs 2011-11-16 22:44:51 +00:00
  • 8a1606a3c6 Compilation fixes for Android+boost Xawotihs 2011-11-16 20:49:26 +00:00
  • ee700623d5 Fixed issue 752. Xawotihs 2011-11-15 22:20:58 +00:00
  • ae3d97dbeb Include missing JGE files from my last commit Xawotihs 2011-11-14 18:43:51 +00:00
  • f68c106e7e - Modified gameObserver and related classes to be able to work with a precise JGE instance given at construction and not the static global one. That allows to run gameObserver without JGE instance (for example in a worker thread). - Added an "ACTION_LOGGING_TESTING" mode in the gameObserver. When this is defined, the game reloads itself in every update. I want to use that to track undo problems. Be aware that it kills performances and crashes with the testsuite if you want to activate it. - Various cleanup/refactor of the game observer. - Added a gameObserver == operator to compare two games - Added player mode to the player serialization - Added a multi-threaded mode to AI_CHANGE_TESTING. For the moment it's only useable with Qt. If you want to use it without, just defined a thread_count higher than 1. - Refactored random generator class to use list intead of queue - Defined a specific type for interrupt decision instead of int Xawotihs 2011-11-13 22:36:34 +00:00
  • 2240c14f56 only draw red and blue boarders on cards parent/child relationships if the connect rule is active, there is no way it would works correctly otherwise since connect rule is what handles the clean up and adding of cards to these vectors. omegablast2002@yahoo.com 2011-11-13 20:05:25 +00:00
  • a821b2752d Fixed issue757. solo81@web.de 2011-11-13 19:34:38 +00:00
  • 3ed822f33b - Automated download of resource files for Android -- There's still lots of things to figure out: scalability of the server (can we host the files someplace else? Can we have several servers in case one of them fails?), versioning, possibility to download several mods, etc... but this is the basic functionality and should be enough for the first version. -- The Java file should probably be split...it's close to 1000 lines now :/ wagic.the.homebrew 2011-11-13 08:43:07 +00:00
  • fe83b6b4e8 - moved test for i718 - Added macros for Basic landcycling and cycling wagic.the.homebrew 2011-11-12 12:48:00 +00:00
  • d654b050df - fix for issue 756 (cycling not working for first 7 drawn cards) - minor cleanup of MTGGameZones.cpp wagic.the.homebrew 2011-11-12 10:14:27 +00:00
  • a94e0a11cf Fixing Giant growth. This fixes the 5 failing tests from the test suite wagic.the.homebrew 2011-11-12 04:47:12 +00:00
  • 9a93824539 1) Fixed issue758. solo81@web.de 2011-11-09 23:08:54 +00:00
  • 8c6a0cf9ae Fixed issue 753. Xawotihs 2011-11-09 22:15:26 +00:00
  • 3dcd85944c updated cycling cards, I cheated at this and did a replace :cycling with {cycle):draw:1 so forgive me if it screwed up a cycle card...it should be brain dead easy to fix. omegablast2002@yahoo.com 2011-11-09 14:29:28 +00:00
  • d2752a5a22 converted cycling into a cost type to bring it more inline with MTGrules {cycle}, also added the cycled trigger @cycled(tc): omegablast2002@yahoo.com 2011-11-09 14:27:56 +00:00
  • db6c4795bf removed and moved exalted test omegablast2002@yahoo.com 2011-11-09 11:59:03 +00:00
  • 86fb600c96 omegablast2002@yahoo.com 2011-11-09 11:58:21 +00:00
  • ec66ecc101 fixed bug with exalted not ending if source is killed. omegablast2002@yahoo.com 2011-11-09 11:56:16 +00:00
  • 1f313aa7a4 Adding test for issue 754 wagic.the.homebrew 2011-11-08 04:04:51 +00:00
  • ad5edc224d Symbian^3 compilation fixes. Xawotihs 2011-11-07 23:32:02 +00:00
  • eda32239ab switched it to observer random.... omegablast2002@yahoo.com 2011-11-07 22:47:25 +00:00
  • 52db4b9ac4 added random avatar fetching for game modes in which you don't fight a specific deck... fixed a crash from random deck game modes where it was trying to check against a selected deck...but there is no selected deck in random. (side effect of this is that i can not bypass this, the stat still need to be run through without causing choas so i set it to deckname "" and id 0...we *might* need to find a different id...though it didn't seem to effect deck 0 as the name does not match) omegablast2002@yahoo.com 2011-11-07 22:16:02 +00:00
  • 1ef9489ea0 Fixed compilation on Windows and avoid crashing when the TestSuite is interrupted. Xawotihs 2011-11-06 19:58:23 +00:00
  • e50fdba648 - Replaced static parts by per-instance parts of of several classes when they were not threadsafe (AIMomirPlayer, SimpleMenu, Trash, AIAction, MTGCardInstance, ATutorialMessage, MTGRules). The direct consequence is that we could consumme more memory. So, tell me if you have problems with low memory devices (PSP), there are some threadsafe optimizations that could be implemented if needed. - Reworked the testsuite to be able to work multithreaded. This is deactivated by default everywhere except in QT_CONFIG as one testcase still refuses to pass in multithreaded mode. On my 4 cores linux desktop, the 650 tests passes now in 4 seconds (1 fails). - Replaced usage of CardSelectorSingleton by a card selector per game observer. - Modified the resource manager to be optionnal and per game observer instance instead of being a singleton. Two reasons here : threading AND Open Gl access. I only updated the crashing parts called from the game observer, so most of the code is still using the single instance. Beware of copy-paste concerning resources ... - Cleaned up the game observer constructors - Fixed several problems in action logging code while testing proliferate decks - Cleaned up Threading implementation based on QThread Xawotihs 2011-11-06 17:31:44 +00:00
  • b0cb955c53 converted ifthenability into an activatedabilty from mtgability so that it can be targeted without the use of workarounds... omegablast2002@yahoo.com 2011-11-05 23:47:43 +00:00
  • e4117212cb Fixed the _test references. In details: renamed generic/triggers_at_movedto_i179.txt removed Eradicate.txt renamed frogmite.txt renamed gelatinous_generations.txt removed hope_charm_i267.txt renamed lightmine_field1.txt removed martial_coup.txt removed martial_coup2.txt renamed safe_passage.txt renamed and fixed soul's_grace_POWERLIFEGAIN.txt renamed thellon_of_havenwood.txt removed tolsimir_wolfblood.txt removed wave_of_reckoning.txt renamed winds_of_Rath.txt Xawotihs 2011-11-05 17:11:17 +00:00
  • 1ce9c75b9c Fixed warning on Windows introduced in latest commit. Xawotihs 2011-10-30 18:33:23 +00:00
  • 2f4dd4cd2a - Added poison counter check into the testsuite - Decorelated the testsuite AI timer from the game timer to be able to have reproduceable results with AI tests. - Created a random generator wrapper class - Used two seperate instances of this random generator for AI and for the game - Added methods to load randoms into AI from a testcase - Fixed a probleme with undo and premade decks introduced in r4035 - Added basic test to test AI proliferate code - Cleaned up goblin_artillery test - Added AI tests into the testsuite test list - Fixed looping bug into the multi target AI code Xawotihs 2011-10-30 14:31:27 +00:00
  • 53b9bc412f Fix for issue 749 (autohand/autograveyard/etc... don't work for player2) wagic.the.homebrew 2011-10-30 09:35:04 +00:00
  • 1806e5463d got rid of restriction "fourth turn" it was incorrect from day one (opps), previous commit changed serra's avanger to "turn:7" which is actually your 4th turn. omegablast2002@yahoo.com 2011-10-29 11:27:40 +00:00
  • a48011fe2c serra's avanger.... omegablast2002@yahoo.com 2011-10-29 11:20:21 +00:00
  • b0a720e8c7 Returned the code as it was. In my test, Proliferate works as before... meaning, I got it crashing several times like before my changes. I still need to rework this code to have it log correctly its actions. Xawotihs 2011-10-27 23:36:29 +00:00
  • 5f9e8e2588 Fixed stupid problems introduced in previous commit. Bloody GCC with Werror is simply not enough :( Xawotihs 2011-10-27 18:58:54 +00:00
  • c3dc51aed1 I just played 3 long games and I was able to undo two fully and got an assert on the third one after more than 1000 actions... so I commit what I have: - Modified undo to stop at "next phase" action - Added "muligan" and "force library shuffling" to the list of logged action - Fixed random logging - Fixed double logging of actions - Merged all the "next game" functions into a single one - Created a PlayerType type instead of using int - Moved the player loading code into the GameObserver and out of GameStateDuel to avoid having player references in both and simplify the initialization and termination. Tweeked a bit the humanplayer class to be able to do that. - Added a "load" menu available in testsuite mode, I use that to load problematique game. To use it, just copy-paste a game from the traces into Res/test/game/timetwister.txt. Game in traces starts by "rvalues:..." and ends by "[end]" - Added some untested and commented out code in GuiCombat to use the mouse/touch to setup the damage on the blockers - Broke the network game ... hoh well, I'll repair it when everything else works !! - various code cleanup and compilation fixes on Linux Xawotihs 2011-10-26 22:14:12 +00:00
  • 45f09972ad Some fixes to primitives/mtg.txt punkeduard@gmail.com 2011-10-26 05:24:17 +00:00
  • 3757ae2b1a fixed a crash that would occur when you select a player deck then cancel without selecting an ai deck....this also reviles a strange bug, instead of going back to main screen it put you into deck editor. omegablast2002@yahoo.com 2011-10-25 11:52:34 +00:00
  • 4c42636bd5 - Fixed issues and memory leaks related to decks unlocking - Fixed an issue where a GameObserver could be null for some mana costs associated to a targetChooser wagic.the.homebrew 2011-10-22 13:38:43 +00:00
  • 91e9881903 Fix for issue 476 (Test suite debug error in VC++) wagic.the.homebrew 2011-10-20 13:22:54 +00:00
  • 84a074aede Added action logging during attack/block of the AI player. To do that, I wrapped some of the direct access from the player to the action layer into the game observer. First version where I managed to finish a normal game while undoing several actions until the end. There are still some problems in direct damage spells and interruption management. I added several assert in the code to catch them. Xawotihs 2011-10-16 22:16:47 +00:00
  • 8554076f3c removed dead code "shuffleTopToBottom()" method. techdragon.nguyen@gmail.com 2011-10-15 21:10:05 +00:00
  • 189351d82c modified signatures to allow it to pass compilation in XCode techdragon.nguyen@gmail.com 2011-10-15 19:32:00 +00:00
  • a1d278a140 updated XCode project file with new class definition techdragon.nguyen@gmail.com 2011-10-15 18:30:12 +00:00
  • 1018f392b3 changed shuffleTopToBottom method to use STL library to shuffle cards vector. * This resolves a compiler warning found in XCode. techdragon.nguyen@gmail.com 2011-10-15 18:29:43 +00:00
  • 6825082d6d - Add a simple macro system for auto lines (the goal is to help mostly with repetitive card auto lines such as the ones we have in MotD mod) Check the MotD mod for examples. -- I added an AbilityParser.cpp file, mid term goal is to move AbilityFactory there, so that MTGAbility.cpp becomes a bit less big. -- I tried to add the file reference in Makefiles, but only tested windows compilation so far - Fixed bugs related to "castRestriction" variables in MTGAbility. these variables were declared in both the parent and children classes, leading to bugs and duplicate code/content wagic.the.homebrew 2011-10-15 16:19:29 +00:00
  • 28069e980b modified iOS touch algorithm to match Android deployment. techdragon.nguyen@gmail.com 2011-10-15 13:48:57 +00:00
  • c32a3b6aa1 Fix a memory leak in test suit player constructor wagic.the.homebrew 2011-10-15 02:37:11 +00:00
  • 101f2d9ece Adding Google Ads library wagic.the.homebrew 2011-10-15 02:06:29 +00:00
  • 512f214374 Fix Miraculous Recovery wagic.the.homebrew 2011-10-15 02:01:21 +00:00
  • 5777475340 Fixed a mismatch between the action produced on player click and the related action parsing Xawotihs 2011-10-13 21:34:30 +00:00
  • cd4c7ae085 Fixed a crash on undo on windows, and another one when you tried it before any action was done. Undo is still present in the menu even if there is nothing to undo. Xawotihs 2011-10-13 20:58:32 +00:00
  • 0b6044551a - Added new code for serialization/deserializaiton of full games including initial game and all the player actions. - Added an undo menu using this code (beware, it's still very very alpha). - Removed various warning - Cleaned up avatar loading - Added full random lists load/save including the deck shuffling (not sure if I could not replace that with seed load/save) - Moved momir and Co rules configuration out of GameStateDuel - Create a GameType type to avoid mixing int everywhere Xawotihs 2011-10-13 19:43:51 +00:00
  • 663058cdab Remove all _Myfirs from vectors. rodrigodemoura@gmail.com 2011-10-13 18:00:16 +00:00
  • 71949f636d Corrected Undead Alchemist and rarity of Skaab Ruinator. guzhenjie1@gmail.com 2011-10-13 14:44:32 +00:00
  • e6b199f599 Modifications to make the game more generic. Included in a new modrules.xml tags. <cardgui> <background> Stores information concerning the colors </ background> <renderbig> Stores information to draw the card </ renderbig> <rendertinycrop> Stores information to draw the card </ rendertinycrop> </ cardgui> rodrigodemoura@gmail.com 2011-10-13 12:25:58 +00:00
  • dee49728aa Removed all { } inside "name(" code in following cards: Azorius Herald Boros Fury-Shield Dryad's Caress Ogre Savant Patagia Viper Plaxmanta Ribbons of Night Rolling Spoil Seed Spark Steamcore Weird Tin Street Hooligan Vigor Mortis guzhenjie1@gmail.com 2011-10-11 12:46:43 +00:00
  • 6fa016ca54 corrected my logic, for some reason i remember clearly already having moved this line, but i guess it didn't make it into the last change i did to choosecard function. THIS is what it was meant to do... also corrected an issue with the changed logic of ALife eff return. you have to take into account that "{cost}:life:200" <---is not targeted so there is no player targeting involved with such code, making the eff return always 0 in cases where you don't have {cost}:target(player) life:200...i might need to review the eff returns to check that there are not other cases similar to this, :P my original code there was messy but took that into account. so careful with refactors in this area. to see how this function was intended to work, try the following lines on any card omegablast2002@yahoo.com 2011-10-11 11:14:55 +00:00
  • e1620c0a5f re-added a line which was removed in r4000, when ai is forced to "chooseCard" through the effects of "choice " or "target(" and a valid target exist, we run into a lock down becuase we don't switch playerZones to the other players game after the first run of the playerZone...the TC will see that there is indeed a valid target however, since it can not target the other side it will contenue to try over and over, locking it up. omegablast2002@yahoo.com 2011-10-10 14:34:55 +00:00
  • e3d0ab8ba0 corrected a mistake i made with name and other manacost, I meant to erase the name from value not s this caused strange issues when a name was given to a "other" cost which contained an actual parseable mana cost inside. do note tho, our text menues will not display "{" and "}" charectors, so its best to keep them out of "name(" anyways as they serve no purpose. omegablast2002@yahoo.com 2011-10-10 14:20:50 +00:00
  • 516089869d phased cards shouldn't be removed from the game by treason or the effects of unearth if they we're phased out by an effect during the turn in which they were to be destroyed. omegablast2002@yahoo.com 2011-10-10 14:09:04 +00:00
  • 060164acce copy function grants the source of the abilities the castMethod of "notcast" which is default, however for cards which are played, such as vesuva on "copy" it would be granted a "not_cast" as its play method, allowing players to play another card of the type that a restriction would normally prevent you from playing...this effected all cards which "copy" such as shapeshifters. note: I do know it's as dirty as "mtgidbackup" but unfortunately I don't think there would be a simpler way to maintain it's cast method. omegablast2002@yahoo.com 2011-10-10 13:41:38 +00:00
  • c17d07d476 Minor simplification of MTGRules.cpp wagic.the.homebrew 2011-10-10 13:27:30 +00:00
  • e17b20c9d8 Adding a test for issue 718 (vesuva land limit) wagic.the.homebrew 2011-10-10 12:47:58 +00:00
  • f0964d9af8 Fix issue 563 (double strike VS regenerate) -- also made "blocked" variable a private. wagic.the.homebrew 2011-10-10 12:29:52 +00:00
  • 9b2654997e Added ID for all double faced card. Corrected ID and typo of following cards: Deranged Assistant Gatstaf Shepherd Ludevic's Test Subject Mirror-Mad Phantasm guzhenjie1@gmail.com 2011-10-09 10:38:03 +00:00
  • 9dbe0e2a53 Adding Italian cards translation by kabir94 (don't know why I didn't notice it before) wagic.the.homebrew 2011-10-09 07:43:15 +00:00
  • a33d862d4b updated XCode project to be on latest SDK fixed a few minor warnings. techdragon.nguyen@gmail.com 2011-10-09 07:06:32 +00:00
  • 6f10ef8425 fixed last check in. Test suite passes. Added comments on possible null pointer exceptions. Updated XCode project file to include AIPlayerBaka classes. Added test suite to iOS build techdragon.nguyen@gmail.com 2011-10-09 05:51:45 +00:00
  • 2bfe76e124 - Android: landscape only ( issue 668 ) - Android: changed application package name ( issue 730 ) - also changed the publisherID to avoid confusion with the alpha, which is 3tied3 to org.libsdl.app wagic.the.homebrew 2011-10-09 04:53:21 +00:00
  • fbe2e44814 fixed memory leak in double tap gesture fixed some compiler warnings removed dead and useless code techdragon.nguyen@gmail.com 2011-10-08 00:56:07 +00:00