Vlad
Vlad
I thought we already had code style. What's the point reformatting all code for it? It's even documented in the wiki. Why not configure cpplint for existing rules?
What is the real benefit of this change? Is there any real issue? Also note that Ini::Value holds a union of various types, not just std::string so you can't trivially...
There are actually 2 Ini::Value classes in `falltregeist::Ini` and `falltergeist::Format::Ini` namespaces, basically duplicated functionality. The first was written long time ago to just read the settings for falltergeist itself, the...
I'm not sure if we should write those actions in C++ or Lua. Maybe we can do it in C++ in a flexible way so they will allow for different...
Yeah, but consider: - Need to abstract-away selecting correct animation by weapon type. - Walking is very complex and specific, in comparison with other animations and should be a separate...
Well that's one option. Need to consider places where we actually need this system (using objects, attack sequences) with simplicity in mind...
I think a good start for this would be creating a WalkAction class, and move all walking-related code from CritterObject into this class. I think Action classes are bigger than...
> Тут у вас все на каких то батник-технологиях завязано :-) Кросс-платформенная разработка на С++ она такая. Это не sfall под одну винду собирать))
Apparently, scrollable worldmap view is somewhat works in State::Worldmap (uses hard-coded set of tile images). It can be used as a base for this UI.
Partially done in in #411, but without noticeable performance increase...