Several more tweaks/fixes

- Missing special node opcodes
- Pass the party's (or in combat, the active character's) current location to special nodes triggered by timers
- Fix the set pointer node
- Fix terrain palette not correctly registering clicks while scrolled down
- Fix sheets not correctly being copied from the temporary files folder
- Fix monster abilities not being loaded from new scenarios
- Fix custom sheets not being reloaded if they have changed
- Documentation tweaks
This commit is contained in:
2015-06-02 22:01:03 -04:00
parent 322e3b9e21
commit 1b754619dc
7 changed files with 39 additions and 23 deletions

View File

@@ -1049,6 +1049,7 @@ static void readMonstAbilFromXml(ticpp::Element& data, cMonster& monst) {
if(abil_type == eMonstAbil::NO_ABIL)
throw xMissingAttr(type, "type", data.Row(), data.Column(), fname);
uAbility& abil = monst.abil[abil_type];
abil.active = true;
Iterator<Element> elem;
if(type == "general") {
auto& general = abil.gen;
@@ -2134,6 +2135,7 @@ void load_spec_graphics_v2(int num_sheets) {
}
while(num_sheets-- > 0) {
std::string name = "sheet" + std::to_string(num_sheets);
ResMgr::free<ImageRsrc>(name);
spec_scen_g.sheets[num_sheets].loadFromImage(*ResMgr::get<ImageRsrc>(name));
}
reload_core_graphics();