no idea how I ended up forgetting about the offset I need for same position in different rows (in 1d array); also remove obsolete comment
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
(experimental) merging the new procedures for different pixel representations (1D/2D arrays) into a single procedure with the algorithm and two procedures for the different mapping. - because redundant code sucks (at least twice)
(experimental) make the mysterious borders around land/hats/etc that appear on zoom vanish
note: not applied to everything yet
note: I'll probably merge the two functions that do the same thing (one for 1darray, one for 2darray representation of pixels) into a single function
partial merge of the webgl branch
This commit contains the new pas2c conversion tool, the pascal
to c build structure and the opengl2 rendering backend.
Patch reviewed by unC0Rr.
changing build files without testing the change is fun, isn't it? especially for trivial things that would take less than 10 seconds to test :p
Make poison damage possibly variable (might as well since effects is a count). Scripts might find it handy.
Add check for gear kind of hedgehog on invulnerability effect. This probably fixes bug #766, is similar to change in previous
r2a1483d91977 and was introduced by
r7d925e82e572
well. let's fix this at least - only apply to gears that are actually hedgehogs, not just ones associated with a hedgehog (which can be pretty much any gear since damage tracking was added)