Age | Commit message (Collapse) | Author |
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removed the 'byte' saveload arrays which means you can save an array of more than 255 elements, or bigger structs than 255 bytes. This doesn't yet solve the problem that a chunk can be a maximum of 16384 big.
- Fix: also fix an unnoticed error in SlSaveLoadConv() due to wrong types.
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character for '\0'. Also for some reason I forgot to validate the p1 param so that might lead to crashes with invalid signes. Fixed as well.
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unwanted remains of the _decode_parameters to _cmd_text move.
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of abusing _decode_parameters as text buffer. This should prevent several possible buffer overruns and is a bit cleaner to use. As bonus it reduces the size of most command packets by 79 bytes.
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- CodeChange: since only the server will be able to modify difficulty settings, leave the checking of correct values besides, and trust users will join legit servers.
- CodeChange: for renaming signs, only check if GetDParam(); eg _decode_parameters is empty ('\0') or not, instead of the extra check of players, etc. That basically does the same thing. Also dirty sign two times when renaming, once before, once after the action. Because if the name becomes shorter and you update only after, garbage remains on the screen.
- CodeChange: made GetMaskOfTownActions() available to the town-cmd to double-check if the action was available to the player. For this purpose the hardcoded _local_player has been removed from the function and is now passed as a parameter.
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and you go
to the sign. Very needed for coop. You can find it under World Map.
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pressing enter!. Signs in Scenario Editor have no owner so ignore that.
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Saving the player color for signs will work right after the savegame bump
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created them
(Note: The player information is currently not stored in savegames. Upon loading a game the signs will all be gray again)
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appropriate warning flags in the Makefile
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-Fix: fixed some compiler-warnings
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it for
dynamic arrays
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