scrawl
c883a73d30
Several warning fixes
10 years ago
scrawl
7252cb63a6
Fix cppcheck issues
10 years ago
scrawl
ab9d9c7001
Add magic effect flags from ESM files to esmtool
10 years ago
cc9cii
bbe77d656a
Minor fixes from static analysis.
11 years ago
scrawl
805843d7ff
Closes #1086 : Implement blood effects
11 years ago
scrawl
52b9ebff9d
Closes #1092 : Implement sleep interruption. Fix levelled list flags for creatures. Change World::copyObjectToCell to search for the correct cell.
11 years ago
scrawl
1d19d36bd6
Remove unused magic effect flags and update esmtool output
11 years ago
Chris Robinson
e3d5a1b38d
Dialog function 72 is not player-specific
...
It's used to force any NPC in werewolf form to play the appropriate
growls for combat.
12 years ago
scrawl
e27e53f607
Fix not playable body parts appearing in the race selection menu.
12 years ago
Douglas Mencken
a3e421167b
esmtool/labels: bodyPartLabel, meshPartLabel, meshTypeLabel
...
Signed chars, unsigned chars... Just use int for index everywhere.
12 years ago
Douglas Mencken
df5919f2c5
Use `signed char' explicitly where needed. It is important because:
...
- It is implementation-dependent if plain `char' signed or not.
- C standard defines three *distinct* types: char, signed char,
and unsigned char.
- Assuming that char is always unsigned or signed can lead to
compile-time and run-time errors.
You can also use int8_t, but then it would be less obvious for developers
to never assume that char is always unsigned (or always signed).
Conflicts:
components/esm/loadcell.hpp
12 years ago
cfcohen
e4a61486c8
Removed minor comments left in by accident.
12 years ago
cfcohen
68a856ff6f
Human readable labels for many records types. Human readable flags
...
for many record types. Improved DialInfo rule parsing. Discovered
several issues involving the assignment of various flag bits.
12 years ago