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e179e31)
* added optional initial inventory for players (pre-collected elements)
* added change page actions "set player inventory" and "set CE artwork"
* added recognition of "player" parameter on change pages when player
actions are defined, but no trigger player in corresponding condition
(this resulted in actions that only affected the first player before)
* fixed bug with change actions being executed for newly created custom
elements resulting from custom element changes, when the intention was
only to check for change actions for the previous custom element
+2008-02-05
+ * added optional initial inventory for players (pre-collected elements)
+ * added change page actions "set player inventory" and "set CE artwork"
+ * added recognition of "player" parameter on change pages when player
+ actions are defined, but no trigger player in corresponding condition
+ (this resulted in actions that only affected the first player before)
+ * fixed bug with change actions being executed for newly created custom
+ elements resulting from custom element changes, when the intention was
+ only to check for change actions for the previous custom element
+
2008-02-03
* changed design and size of element drawing area in level editor
* added "element used as action parameter" to element change actions
2008-02-03
* changed design and size of element drawing area in level editor
* added "element used as action parameter" to element change actions
-#define COMPILE_DATE_STRING "2008-02-06 02:04"
+#define COMPILE_DATE_STRING "2008-02-06 23:42"
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
EL_EMPTY);
int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
EL_EMPTY);
int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
}
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
}
- else if (action_arg == CA_ARG_ELEMENT_RESET)
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
{
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
{
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;