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Dev #1418
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…CCESS default message.
…lothing, talisman, jewelry)
…ng correctly deleted from the Ticking List.
…ck list when going to sleep. Corner case: a series of events make the current Timeout value 0, while there's still a tick added to the list, even with a different Timeout value.
Added double checks to ensure that only valid objects remain in the ticking lists, and that elapsed timeouts are actually removed from the lists. This also should fix some NPCs not going to sleep while in a sleeping sector. Also, this new structure should be faster, since now it's not needed to loop through the ticking lists elements to know if the given object is already in some list.
…tem bounce messages (defaults to current behaviour)
…j and charperiodic ticks.
… each tick type processing.
…CSString; do not declare Class Mutex if MT_ENGINES is off.
In particular, it integrates the following message: Expected a valid resource. Ignoring it/Converting it to an empty one. Issue #1408.
…acros into functions, to get better type safety and get warnings for type and sign mismatches.
…MORE will always return the raw numerical value. This allows using the full numerical range available.
…OldStyle, TAG.OVERRIDE.MOVESTYLE. - Added: New optionflag OF_PetBehaviorOwnerNeutral. If this setting is enabled, pets you own will appear to you with the original noto (pre-taming, old behavior). If this setting is not enabled, the assets you own will always appear natural to you. This setting only applies when the owning character is looking at the asset they own. It does not apply when someone else is looking at the asset you own. - Added: OF_NPCMovementOldStyle, TAG.OVERRIDE.MOVESTYLE. Support for the old 0.56b NPC movement formulas with: OF_NPCMovementOldStyle ini setting and TAG.OVERRIDE.MOVESTYLE (to override the behavior for a single character). With that formula, among the other things, char MOVERATE property and TAG.OVERRIDE.MOVERATE will return to be the percent modifier of the speed of the NPC - the higher it is, the slower will the NPC be. Default is 100.
When setting a property like MORE to the a spell or skill defname, trying to read it returned back the resource index (like the spell number) instead of the defname (Issue #1397). It was caused by accessing CServerConfig::CResourceHolder::ResourceGetDef instead of CServerConfig::RegisteredResourceGetDef.
Extra "!" in the condition check
This also fixes incorrect typedef resyncs for the TYPEDEFS resource block.
Changed the ASSERT to a soft g_Log.EventDebug to warn about this, and added a fallback in CSString::Copy(Len) methods to re-zero-init the string if this happens.
During merge, the code got probably lost
…nes. Also, moved some functions from CExpression.cpp to sstring.cpp.
…behavior. - Add base auto detection - Add option to tolerate incomplete string consumption - Added back interpretation of hex numbers with <= 8 digits as 32 bits numbers (instead of 64)
…UNDCHANCE. It allows to change the chance that a wandering NPC will analyze its surroundings for the current step. This also means that the trigger @NPCLookAtChar will fire more frequently.
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