Andrew James

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https://github.com/diasurgical/devilutionX/pull/2951 was the initial implementation I was working on. Still haven't got around to fleshing it out with a use case since there's plenty of cleanups to do for object/item...

To support Monsters, Objects, Items we need all of the following: * supports appending elements (push_back, emplace_back) * allows iterating over the range of active elements (`std::array` only supports iterating...

~Based on #2938 because of the use of std::array for premiumitems, the first two commits are largely obsoleted by the third.~ Refactored/squashed, this effectively performs the same logic as #2938...

> > Also looks like there might've been a bug with the way items were generated in old saves? I have a level 7 character which has items of ilvl...

Another approach could be to change the offsets used for Hellfire from `[-1, -1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3]` to `[-2, -2,...

> If the general consensus is to fix the unique monster overflow bug, let me know and I will quickly fix it. If there is no consensus, maybe it's better...

Shift-clicking fails to equip any two-handed weapon with a one handed item in the off-hand, but only if the item in the off-hand was dropped into the off-hand slot from...

Both uses of shuffle in this pr are on a list of two choices, it's not enough of an advantage to make up for the readability issues so I think...

Actually this might be because close door messages aren't processed when replaying the delta? Probably need a handler to clear trap flag so the door is marked as being touched

> I wonder if this is also the case for chest using the Thaumaturgic shrines Looks like it could be an issue depending on the order messages are played back....