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