- Fixed up file loading (but then broke it again)
- Reworked preferences to use plist - Cleaned out the shareware code - More tweaks to the dialog engine - Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines. - Tweaked window size so that the startup screen fits within it. - More major refactoring work. - A few additions/alterations to boe.consts.h Current status: - Scenario editor: compiles and runs, but can't load a scenario - Character editor: don't know - Game: Doesn't even compile I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision. I will submit a version that compiles as soon as possible. git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -4,7 +4,7 @@ void edit_placed_monst(short which_m);
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void edit_placed_monst_event_filter (short item_hit);
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Boolean get_placed_monst_in_dlog();
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void put_placed_monst_in_dlog();
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creature_start_type edit_placed_monst_adv(creature_start_type monst_record);
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cTown::cCreature edit_placed_monst_adv(cTown::cCreature monst_record);
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void edit_placed_monst_adv_event_filter (short item_hit);
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Boolean get_placed_monst_adv_in_dlog();
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void put_placed_monst_adv_in_dlog();
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@@ -51,7 +51,7 @@ Boolean save_talk_node();
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void pick_out_event_filter (short item_hit);
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short pick_out(location default_loc);
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void pick_import_town_event_filter (short item_hit);
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short pick_import_town(short which_dlog,short def);
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short pick_import_town(short def,FSSpec* temp_file_to_load);
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Boolean new_town(short which_town);
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void new_town_event_filter (short item_hit);
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void edit_placed_item_event_filter (short item_hit);
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