Added detection of the NEWLINE_CHAR character "±" to enable line breaks not only when text exceeds display width, but also upon encountering NEWLINE_CHAR.
Note: This character has been conventionally adopted in the Chinese community as a line break marker within XML item descriptions. The modification affects Chinese text display only.
I have redrawn the 6 icons (including both unpressed and pressed states) for the 3 buttons — Weather, Tasks, and Disease — that looked out of place with the original style. The colors, embossing effect, shadows and highlights, the changes in icon size and brightness when pressed, and even the noise have all been carefully matched to ensure the art style stays true to the original.
SGP did not seem to make any use of compilationFlags or debugFlags when
translating from msbuild to cmake, but there could be a thrice removed
transitive include I've missed.
there's a small probability this fixes some obscure UB or one-definition rule
violation that's causing the mystery crashes people have reported
* Replaced gCoverViewArea[2000][2000][2] with std::vector that is adjusted to the actual viewport size. Size difference for example in 720p resolution is 8 000 000 vs 3969 elements
* FPS improved in merc view mode 6-8 frames and in enemy view mode 10-20 frames
- These gameclock variables were not updated properly so it created a discrepancy between it and the proper gameclock variables, and it was causing issues with the lua hourly update script
- Function that heals boxers after they finish resting
- The cHour variable was not being properly updated in the code creating a discrepancy between the game clock and it in this script. The guiHour variable already exists and is a direct copy of the guiHour in Game Clock.cpp so use this
- Add HealBoxers function after boxers rest so they don't die as easily after multiple fights
Use lua setters instead of reassigning the global so it actually does something
Reverted the time conditionals so that it only updates on the opening/closing hours instead of every hour in between. Why was this change necessary to begin with? It also makes it so it resets all the boxing variables every hour instead of daily (not that it even worked before the setter change anyway)
In practice, this fixes a few things so they work as originally intended:
Boxers will actually rest for 1 day after every 3 fights as originally intended
After every rest, boxers will get progressively stronger and harder to beat as originally intended
Code used wrong item to calculate recoil and burst APs causing the burst length loop to be stuck until the whole 2000 round mg magazine would be fired in one go.
Fixes displaying of AIM offer when email is opened. An empty string at the end would set fOnLastPageFlag = TRUE in PreProcessEmail() preventing us from changing pages in the BtnNextEmailPageCallback()
VFS uses the files from Data-1.13 since Data-UB did not have alternative files, the extra items meant for 1.13 sectors would show up in UB campaigns as well.
* Data -> Emails.xml contains both JA2 and JA2UB emails, which simplified things and we no longer need 4 different EmailSenderNameList.xml files either
* Gameinit.lua scripts have been switched over to use externalized emails
Emails from new GameDir file TableData/Email/Emails.xml can be added via lua scripting using calls to AddEmailFromXML & AddPreReadEmailFromXML. The order of emails in Emails.xml acts as the index to be referenced and provided when calling lua functions.
An error message will be displayed if an email is added with an out-of-scope index but game will be able to continue.
Localization is supported and was tested on Chinese localization.