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define(function() {
var AStar = (function () {
/**
* A* (A-Star) algorithm for a path finder
* @author Andrea Giammarchi
* @license Mit Style License
*/
diff --git a/apps/openmw/engine.cpp b/apps/openmw/engine.cpp
index 1299fde0d..dd0839d60 100644
--- a/apps/openmw/engine.cpp
+++ b/apps/openmw/engine.cpp
@@ -232,6 +232,7 @@ OMW::Engine::Engine(Files::ConfigurationManager& configurationManager)
, mFSStrict (false)
, mScriptBlacklistUse (true)
, mNewGame (false)
+ , mPhysicsFPS(60)
, mCfgMgr(configurationManager)
diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp
index ee1b9cecd..b0b4d994d 100644
--- a/apps/openmw/mwmechanics/aicombat.cpp
+++ b/apps/openmw/mwmechanics/aicombat.cpp
@@ -133,7 +133,10 @@ namespace MWMechanics
}
storage.updateCombatMove(duration);
+ storage.mRotateMove = false;
if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
diff --git a/gamefilesd/level/afterLevelLoad.json b/gamefilesd/level/afterLevelLoad.json
index 1b694b6..4ea1661 100755
--- a/gamefilesd/level/afterLevelLoad.json
+++ b/gamefilesd/level/afterLevelLoad.json
@@ -30,5 +30,12 @@
"then": { "name": "audio.stop", "id": "main" },
"else": { "name": "audio.play", "id": "main" }
}
- ]
+ ],
{
"action": [
{
"name": "action.set",
"id": "updateLifeManaOrbs",
"action": [
{
"name": "<=",
"param1": "%currentLevel.currentPlayer.life%",
"param2": 0,
(function() {
//var jQuery = $;
function PxGamepad() {
// map button indices to names
this.buttonNames = [
'a',
'b',
'x',
diff --git a/Diablo.vcxproj b/Diablo.vcxproj
index dcdb974..261b9a8 100644
--- a/Diablo.vcxproj
+++ b/Diablo.vcxproj
@@ -198,6 +197,7 @@
<ClCompile Include="Source\towners.cpp" />
<ClCompile Include="Source\track.cpp" />
<ClCompile Include="Source\trigs.cpp" />
+ <ClCompile Include="Source\util.cpp" />
<ClCompile Include="Source\wave.cpp" />
diff --git a/Source/cursor.cpp b/Source/cursor.cpp
index 923f07c3..1aa6a318 100644
--- a/Source/cursor.cpp
+++ b/Source/cursor.cpp
@@ -196,8 +196,8 @@ void CheckCursMove()
sy = VIEWPORT_HEIGHT - 1;
}
if (!zoomflag) {
- sx >>= 1;
- sy >>= 1;
Formulas.crit = function(attacker, defender) {
var modDiff = attacker.crit + attacker.weaponEnchantedPoint;
var statDiff = (attacker instanceof Player) ? ~~(attacker.stats.strength/5) + ~~(attacker.stats.agility/5) + ~~(attacker.stats.luck / 3) : (attacker.level * 2)
- (defender instanceof Player) ? ~~(defender.stats.strength/5) + ~~(defender.stats.agility/5) + ~~(defender.stats.luck / 3) : (defender.level * 2);
var chance = (Utils.randomRange(0,400) <= Utils.clamp(5, 190, 15 + statDiff + modDiff));
//log.info("chance="+chance);
return chance;
}
// This calculates the triangle points in a rectangle grid.
// Used for 3D Webgl texture mapping.
// Copyright Joshua Langley 2019.
var rows=4;
var cols=4;
var LRs=2;
var triPoints = 6;
var grid = rows*cols;
var totalTris = grid*LRs;