This one is big, but unless I missed something, should be all be
trivial.
scripted-diff with the following, then manually tweaked whatever needed:
```
if [ $# -ne 3 ]; then
echo "Usage: $0 '<pattern>' '<replacement>' '<filename>'"
exit 1
fi
pattern="$1"
replacement="$2"
filename="$3"
if [ ! -f "$filename" ]; then
echo "Error: File $filename does not exist."
exit 1
fi
sed -i '/'"$pattern"'/ {
:loop
$ !{
N
/'"$pattern"'.*\n.*#endif/ {
s/'"$pattern"'/'"$replacement"'/
s/#else/} else {/
s/#endif/}/
P
D
}
/'"$pattern"'/ b loop
}
}' "$filename"
echo "Replacement complete in $filename"
```
h/t to Grok2 for the sed command
* Tooltips were shifted by one position due to wrong handling "Accuracy modifier".
* DrawAdvancedValues():
if ( iFloatModifier[0] > 1.0 || ( fComparisonMode && iComparedFloatModifier[0] > 1.0 ) )
it checks number of laser range tiles (iFloatModifier[0] > 1.0, "meters" / CELL_X_SIZE) right before actual drawing a line with values. So if someone put 1..9 into XML (<BestLaserRange>) it will not print that value. But number of "meters" was checked (like x > 0) everywhere prior to this code.
so all the code before decided to draw line with icon for laser range, but the guilty code line didn't
I suppose not to draw laser info at all if a modder screwed up <BestLaserRange> putting a 1..9 value
so all values 0..9 basically mean 0 tiles, i.e. there is no laser ability.
* More unused stuff removal
delete:
- giant 'metaheaders' (JA2 All.h, Laptop All.h, etc), preferring to add #includes directly where needed
- unused ExceptionHandling and DbMan translation units
- unused WizShare.h, Bitmap.h, trle.h, video_private.h headers
* remove mentions from vc proj files too
* remove preprocessor conditionals for unused definitions
find . -iname '*.h' -o -iname '*.cpp' -exec unifdef.exe -m -UPRECOMPILED_HEADERS -UJA2_PRECOMPILED_HEADERS -UWIZ8_PRECOMPILED_HEADERS -UPRECOMPILEDHEADERS {} ';'
then manually fixed a couple files the tool errored out on
* yes, the comments too
as title
- <InfectionChance_WOUND_FIRE> can cause infections when taking fire damage
- <InfectionChance_WOUND_GAS> can cause infections when taking non-fire gas damage
- <fSpecialFlagLimitedUseArms> causes the infected to be unable to use one arm
- <fSpecialFlagLimitedUseLegs> causes the infected to be unable to run, and walk and travel slowly
- JA2_options.ini option DISEASE_SEVERE_LIMITATIONS controls whether <fSpecialFlagContractDisability>, <fSpecialFlagLimitedUseArms> and <fSpecialFlagLimitedUseLegs> are used
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22099&goto=360451&#msg_360451
- Gas damage split up in fire and non-fire damage.
- Flamethrower projectile damaged is affected by fire resistance.
Requires GameDir >= r2553.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Added: Right-Click on remove attachments button on sector inventory screen will not empty LBE items in sector
Changed: SLAY_STAYS_FOREVER disables Slay's hourly chance to leave when unattended
Added: SLAY_HOURLY_CHANCE_TO_LEAVE setting to Ja2_Options.ini
Fixed: a bunch of array index out of bounds bugs
Fixed: a bunch of typos in if contitions
Fixed: BuildListFile() function loading items from index 1 instead 0
Added translation: Polish text for some map inventory screen items
Added translation: English texts for new functionality for other language files
Cleaned up some old TODOs
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8404 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fixed warning for INT8 overflow on scroll region priority, seemingly had no effect though
- Use new assignment macros
- Bugfix - POWs' activity level being overwritten
- Feature - automatically bandage bleeding mercs on a PATIENT assignment
- Bugfix - mercs treated at facilities should not use mercs' medkits
- Added 3 new enums for facility doctor, patient, and repair
- Bugfix for facility patients not detected as being in a facility
- Bugfix - iBurstAPCost was ignoring half of its calculation due to extraneous semicolon
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7988 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- large MOLLE pockets didn't display their volume in EDB
- attaching a filled MOLLE pocket didn't show its contents. Now the contents will be removed and put in the soldiers inventory or on the ground if there is no space.
Enhancement:
Detaching filled MOLLE pockets is possible again. The contents will be moved to soldier inventory (if pocket was on the soldier before) or to the ground (in case of sector inventory manipulation).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7788 3b4a5df2-a311-0410-b5c6-a8a6f20db521
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20659&goto=340063&#msg_340063
Fixes for MOLLE display and handling:
- MOLLE didn't display attached pockets and their contents when the item was in sector inventory
- MOLLE pockets could be detached although there were still items inside the pocket. This led to items in invalid pockets (MOLLE on soldier) or items vanishing completely (MOLLE in sector inventory). Now it is not possible anymore to detach filled MOLLE pockets. You will have to empty them first.
- MOLLE in a stack displayed the wrong contents as long as their index was not 0.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7783 3b4a5df2-a311-0410-b5c6-a8a6f20db521
More updates to EDB:
- fixed gun range calculation
- trait modified values now shown for attack AP and reload AP
Cleaned up attack AP trait modifiers and moved them to a new function.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7764 3b4a5df2-a311-0410-b5c6-a8a6f20db521