Changed: misc things

hg/feature/sound
vl 15 years ago
parent 7fa8e70111
commit 39b6194f02

@ -92,13 +92,14 @@
/> />
</Configuration> </Configuration>
<Configuration <Configuration
Name="Debug|x64" Name="Release|Win32"
OutputDirectory="..\obj64\$(ConfigurationName)\$(ProjectName)" OutputDirectory="..\obj\$(ConfigurationName)\$(ProjectName)"
IntermediateDirectory="..\obj64\$(ConfigurationName)\$(ProjectName)" IntermediateDirectory="..\obj\$(ConfigurationName)\$(ProjectName)"
ConfigurationType="4" ConfigurationType="4"
UseOfMFC="0" UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false" ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2" CharacterSet="2"
WholeProgramOptimization="0"
> >
<Tool <Tool
Name="VCPreBuildEventTool" Name="VCPreBuildEventTool"
@ -114,20 +115,21 @@
/> />
<Tool <Tool
Name="VCMIDLTool" Name="VCMIDLTool"
TargetEnvironment="3"
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="4" Optimization="3"
InlineFunctionExpansion="1" InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
EnableFiberSafeOptimizations="true"
AdditionalIncludeDirectories="../include" AdditionalIncludeDirectories="../include"
PreprocessorDefinitions="_LIB;_DEBUG;WIN32;LIBXML_STATIC;USE_JPEG" PreprocessorDefinitions="_LIB;LIBXML_STATIC;WIN32;NDEBUG;ASSERT_THROW_EXCEPTION;USE_JPEG"
StringPooling="true" StringPooling="true"
MinimalRebuild="true"
ExceptionHandling="2" ExceptionHandling="2"
BasicRuntimeChecks="3" RuntimeLibrary="2"
SmallerTypeCheck="true" BufferSecurityCheck="false"
RuntimeLibrary="3"
UsePrecompiledHeader="2" UsePrecompiledHeader="2"
PrecompiledHeaderThrough="std$(ProjectName).h" PrecompiledHeaderThrough="std$(ProjectName).h"
WarningLevel="3" WarningLevel="3"
@ -138,7 +140,7 @@
/> />
<Tool <Tool
Name="VCResourceCompilerTool" Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG" PreprocessorDefinitions="NDEBUG"
Culture="1033" Culture="1033"
/> />
<Tool <Tool
@ -147,7 +149,7 @@
<Tool <Tool
Name="VCLibrarianTool" Name="VCLibrarianTool"
AdditionalDependencies="libxml2.lib zlib.lib libpng.lib libjpeg.lib" AdditionalDependencies="libxml2.lib zlib.lib libpng.lib libjpeg.lib"
OutputFile="..\lib64\nl$(ProjectName)_d.lib" OutputFile="..\lib\nl$(ProjectName)_r.lib"
/> />
<Tool <Tool
Name="VCALinkTool" Name="VCALinkTool"
@ -166,14 +168,13 @@
/> />
</Configuration> </Configuration>
<Configuration <Configuration
Name="Release|Win32" Name="Debug|x64"
OutputDirectory="..\obj\$(ConfigurationName)\$(ProjectName)" OutputDirectory="..\obj64\$(ConfigurationName)\$(ProjectName)"
IntermediateDirectory="..\obj\$(ConfigurationName)\$(ProjectName)" IntermediateDirectory="..\obj64\$(ConfigurationName)\$(ProjectName)"
ConfigurationType="4" ConfigurationType="4"
UseOfMFC="0" UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false" ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2" CharacterSet="2"
WholeProgramOptimization="0"
> >
<Tool <Tool
Name="VCPreBuildEventTool" Name="VCPreBuildEventTool"
@ -189,21 +190,20 @@
/> />
<Tool <Tool
Name="VCMIDLTool" Name="VCMIDLTool"
TargetEnvironment="3"
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="3" Optimization="4"
InlineFunctionExpansion="2" InlineFunctionExpansion="1"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
EnableFiberSafeOptimizations="true"
AdditionalIncludeDirectories="../include" AdditionalIncludeDirectories="../include"
PreprocessorDefinitions="_LIB;LIBXML_STATIC;WIN32;NDEBUG;ASSERT_THROW_EXCEPTION;USE_JPEG" PreprocessorDefinitions="_LIB;_DEBUG;WIN32;LIBXML_STATIC;USE_JPEG"
StringPooling="true" StringPooling="true"
MinimalRebuild="true"
ExceptionHandling="2" ExceptionHandling="2"
RuntimeLibrary="2" BasicRuntimeChecks="3"
BufferSecurityCheck="false" SmallerTypeCheck="true"
RuntimeLibrary="3"
UsePrecompiledHeader="2" UsePrecompiledHeader="2"
PrecompiledHeaderThrough="std$(ProjectName).h" PrecompiledHeaderThrough="std$(ProjectName).h"
WarningLevel="3" WarningLevel="3"
@ -214,7 +214,7 @@
/> />
<Tool <Tool
Name="VCResourceCompilerTool" Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG" PreprocessorDefinitions="_DEBUG"
Culture="1033" Culture="1033"
/> />
<Tool <Tool
@ -223,7 +223,7 @@
<Tool <Tool
Name="VCLibrarianTool" Name="VCLibrarianTool"
AdditionalDependencies="libxml2.lib zlib.lib libpng.lib libjpeg.lib" AdditionalDependencies="libxml2.lib zlib.lib libpng.lib libjpeg.lib"
OutputFile="..\lib\nl$(ProjectName)_r.lib" OutputFile="..\lib64\nl$(ProjectName)_d.lib"
/> />
<Tool <Tool
Name="VCALinkTool" Name="VCALinkTool"
@ -413,7 +413,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -421,7 +421,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -453,7 +453,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
ExcludedFromBuild="true" ExcludedFromBuild="true"
> >
<Tool <Tool
@ -461,7 +461,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
ExcludedFromBuild="true" ExcludedFromBuild="true"
> >
<Tool <Tool
@ -489,7 +489,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -497,7 +497,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -525,7 +525,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
ExcludedFromBuild="true" ExcludedFromBuild="true"
> >
<Tool <Tool
@ -533,7 +533,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
ExcludedFromBuild="true" ExcludedFromBuild="true"
> >
<Tool <Tool
@ -561,7 +561,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -569,7 +569,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -1570,7 +1570,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -1578,7 +1578,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"

@ -1,11 +1,3 @@
/**
* \file music_channel_fader.cpp
* \brief CMusicChannelFader
* \date 2008-09-04 21:49GMT
* \author Jan Boon (Kaetemi)
* CMusicChannelFader roughly based on music_channel_fmod.cpp
*/
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/> // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited // Copyright (C) 2010 Winch Gate Property Limited
// //

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@ -41,14 +41,14 @@
<key name="KeyF6" ctrl="0" action="toggle_combat" /> <key name="KeyF6" ctrl="0" action="toggle_combat" />
<key name="KeySPACE" action="front_selection" params="ennemy" /> <key name="KeySPACE" action="front_selection" params="ennemy" />
<key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/> <key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/>
<key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="1"/> <key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=1"/>
<key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="2"/> <key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=2"/>
<key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="3"/> <key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=3"/>
<key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="4"/> <key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=4"/>
<key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="5"/> <key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=5"/>
<key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="6"/> <key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=6"/>
<key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="7"/> <key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=7"/>
<key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="8"/> <key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=8"/>
<!-- Desktop <!-- Desktop
--> -->
<key name="KeyF1" action="set_desktop" params="0" /> <key name="KeyF1" action="set_desktop" params="0" />

@ -41,14 +41,14 @@
<key name="KeyF6" ctrl="0" action="toggle_combat" /> <key name="KeyF6" ctrl="0" action="toggle_combat" />
<key name="KeySPACE" action="front_selection" params="ennemy" /> <key name="KeySPACE" action="front_selection" params="ennemy" />
<key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/> <key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/>
<key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="1"/> <key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=1"/>
<key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="2"/> <key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=2"/>
<key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="3"/> <key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=3"/>
<key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="4"/> <key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=4"/>
<key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="5"/> <key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=5"/>
<key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="6"/> <key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=6"/>
<key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="7"/> <key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=7"/>
<key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="8"/> <key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=8"/>
<!-- Desktop <!-- Desktop
--> -->
<key name="KeyF1" action="set_desktop" params="0" /> <key name="KeyF1" action="set_desktop" params="0" />

@ -138,22 +138,22 @@
<key name="KeyF1" action="self_target"/> <key name="KeyF1" action="self_target"/>
<key name="KeyF1" shift="1" action="toggle_help"/> <key name="KeyF1" shift="1" action="toggle_help"/>
<key name="KeyF1" shift="1" ctrl="1" action="copy_to_desktop" params="0"/> <key name="KeyF1" shift="1" ctrl="1" action="copy_to_desktop" params="0"/>
<key name="KeyF2" action="target_teammate_shortcut" params="1"/> <key name="KeyF2" action="target_teammate_shortcut" params="indexInTeam=1"/>
<key name="KeyF2" shift="1" action="target_teammate_shortcut" params="5"/> <key name="KeyF2" shift="1" action="target_teammate_shortcut" params="indexInTeam=5"/>
<key name="KeyF2" shift="1" ctrl="1" action="copy_to_desktop" params="1"/> <key name="KeyF2" shift="1" ctrl="1" action="copy_to_desktop" params="1"/>
<key name="KeyF2" menu="1" action="profile_texture"/> <key name="KeyF2" menu="1" action="profile_texture"/>
<key name="KeyF2" ctrl="1" menu="1" action="profile_vblock"/> <key name="KeyF2" ctrl="1" menu="1" action="profile_vblock"/>
<key name="KeyF3" action="target_teammate_shortcut" params="2"/> <key name="KeyF3" action="target_teammate_shortcut" params="indexInTeam=2"/>
<key name="KeyF3" shift="1" action="target_teammate_shortcut" params="6"/> <key name="KeyF3" shift="1" action="target_teammate_shortcut" params="indexInTeam=6"/>
<key name="KeyF3" shift="1" ctrl="1" action="copy_to_desktop" params="2"/> <key name="KeyF3" shift="1" ctrl="1" action="copy_to_desktop" params="indexInTeam=2"/>
<key name="KeyF4" action="target_teammate_shortcut" params="3"/> <key name="KeyF4" action="target_teammate_shortcut" params="indexInTeam=3"/>
<key name="KeyF4" shift="1" action="target_teammate_shortcut" params="7"/> <key name="KeyF4" shift="1" action="target_teammate_shortcut" params="indexInTeam=7"/>
<key name="KeyF4" shift="1" ctrl="1" action="copy_to_desktop" params="3"/> <key name="KeyF4" shift="1" ctrl="1" action="copy_to_desktop" params="indexInTeam=3"/>
<key name="KeyF4" menu="1" action="enter_modal" params="group=ui:interface:quit_dialog"/> <key name="KeyF4" menu="1" action="enter_modal" params="group=ui:interface:quit_dialog"/>
<key name="KeyF4" ctrl="1" menu="1" action="profile_fillrate"/> <key name="KeyF4" ctrl="1" menu="1" action="profile_fillrate"/>
<key name="KeyF4" shift="1" ctrl="1" menu="1" action="replay_movie"/> <key name="KeyF4" shift="1" ctrl="1" menu="1" action="replay_movie"/>
<key name="KeyF5" action="target_teammate_shortcut" params="4"/> <key name="KeyF5" action="target_teammate_shortcut" params="indexInTeam=4"/>
<key name="KeyF5" shift="1" action="target_teammate_shortcut" params="8"/> <key name="KeyF5" shift="1" action="target_teammate_shortcut" params="indexInTeam=8"/>
<key name="KeyF5" shift="1" ctrl="1" menu="1" action="save_movie"/> <key name="KeyF5" shift="1" ctrl="1" menu="1" action="save_movie"/>
<key name="KeyF6" shift="1" action="switch_console_display"/> <key name="KeyF6" shift="1" action="switch_console_display"/>
<key name="KeyF6" shift="1" ctrl="1" menu="1" action="memory_report"/> <key name="KeyF6" shift="1" ctrl="1" menu="1" action="memory_report"/>

@ -41,14 +41,14 @@
<key name="KeyF6" ctrl="0" action="toggle_combat" /> <key name="KeyF6" ctrl="0" action="toggle_combat" />
<key name="KeySPACE" action="front_selection" params="ennemy" /> <key name="KeySPACE" action="front_selection" params="ennemy" />
<key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/> <key name="KeySPACE" ctrl="1" action="front_selection" params="friend"/>
<key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="1"/> <key name="KeyF1" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=1"/>
<key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="2"/> <key name="KeyF2" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=2"/>
<key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="3"/> <key name="KeyF3" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=3"/>
<key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="4"/> <key name="KeyF4" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=4"/>
<key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="5"/> <key name="KeyF5" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=5"/>
<key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="6"/> <key name="KeyF6" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=6"/>
<key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="7"/> <key name="KeyF7" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=7"/>
<key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="8"/> <key name="KeyF8" ctrl="1" action="target_teammate_shortcut" params="indexInTeam=8"/>
<!-- Desktop <!-- Desktop
--> -->
<key name="KeyF1" action="set_desktop" params="0" /> <key name="KeyF1" action="set_desktop" params="0" />

@ -102,11 +102,12 @@
/> />
</Configuration> </Configuration>
<Configuration <Configuration
Name="Debug|x64" Name="Release|Win32"
OutputDirectory="..\..\obj64\$(ConfigurationName)\$(ProjectName)" OutputDirectory="..\..\obj\$(ConfigurationName)\$(ProjectName)"
IntermediateDirectory="..\..\obj64\$(ConfigurationName)\$(ProjectName)" IntermediateDirectory="..\..\obj\$(ConfigurationName)\$(ProjectName)"
ConfigurationType="1" ConfigurationType="1"
CharacterSet="2" CharacterSet="2"
WholeProgramOptimization="0"
> >
<Tool <Tool
Name="VCPreBuildEventTool" Name="VCPreBuildEventTool"
@ -122,21 +123,21 @@
/> />
<Tool <Tool
Name="VCMIDLTool" Name="VCMIDLTool"
TargetEnvironment="3"
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="4" Optimization="3"
InlineFunctionExpansion="1" InlineFunctionExpansion="2"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
EnableFiberSafeOptimizations="true"
AdditionalIncludeDirectories="../../common/src" AdditionalIncludeDirectories="../../common/src"
PreprocessorDefinitions="_WINDOWS;WIN32;_DEBUG;CURL_STATICLIB" PreprocessorDefinitions="_WINDOWS;WIN32;NDEBUG;CURL_STATICLIB;LIBXML_STATIC"
StringPooling="true" StringPooling="true"
MinimalRebuild="true"
ExceptionHandling="2" ExceptionHandling="2"
BasicRuntimeChecks="3" RuntimeLibrary="2"
SmallerTypeCheck="true" BufferSecurityCheck="false"
RuntimeLibrary="3"
BufferSecurityCheck="true"
UsePrecompiledHeader="2" UsePrecompiledHeader="2"
PrecompiledHeaderThrough="stdpch.h" PrecompiledHeaderThrough="stdpch.h"
WarningLevel="3" WarningLevel="3"
@ -153,13 +154,15 @@
/> />
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="gnu_regex.lib libcurl.lib libjpeg.lib lua.lib luabind_d.lib wwwapp.lib wwwcache.lib wwwcore.lib wwwfile.lib wwwhtml.lib wwwhttp.lib wwwmime.lib wwwmux.lib wwwstream.lib wwwtrans.lib wwwutils.lib libeay32.lib ssleay32.lib" AdditionalDependencies="gnu_regex.lib libcurl.lib libjpeg.lib lua.lib luabind.lib wwwapp.lib wwwcache.lib wwwcore.lib wwwfile.lib wwwhtml.lib wwwhttp.lib wwwmime.lib wwwmux.lib wwwstream.lib wwwtrans.lib wwwutils.lib libeay32.lib ssleay32.lib"
OutputFile="..\..\bin64\client_ryzom_d.exe" OutputFile="..\..\bin\client_ryzom_r.exe"
LinkIncremental="2" LinkIncremental="1"
IgnoreDefaultLibraryNames="msvcrt.lib" IgnoreDefaultLibraryNames=""
GenerateDebugInformation="true" GenerateDebugInformation="true"
SubSystem="2" SubSystem="2"
TargetMachine="17" OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/> />
<Tool <Tool
Name="VCALinkTool" Name="VCALinkTool"
@ -181,15 +184,16 @@
/> />
<Tool <Tool
Name="VCPostBuildEventTool" Name="VCPostBuildEventTool"
Description="insert the hi res icon"
CommandLine="$(InputDir)\..\..\tools\scripts\windows\tools\replace_vista_icon.exe $(TargetPath) $(InputDir)\ryzom.ico 101"
/> />
</Configuration> </Configuration>
<Configuration <Configuration
Name="Release|Win32" Name="Debug|x64"
OutputDirectory="..\..\obj\$(ConfigurationName)\$(ProjectName)" OutputDirectory="..\..\obj64\$(ConfigurationName)\$(ProjectName)"
IntermediateDirectory="..\..\obj\$(ConfigurationName)\$(ProjectName)" IntermediateDirectory="..\..\obj64\$(ConfigurationName)\$(ProjectName)"
ConfigurationType="1" ConfigurationType="1"
CharacterSet="2" CharacterSet="2"
WholeProgramOptimization="0"
> >
<Tool <Tool
Name="VCPreBuildEventTool" Name="VCPreBuildEventTool"
@ -205,21 +209,21 @@
/> />
<Tool <Tool
Name="VCMIDLTool" Name="VCMIDLTool"
TargetEnvironment="3"
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
Optimization="3" Optimization="4"
InlineFunctionExpansion="2" InlineFunctionExpansion="1"
EnableIntrinsicFunctions="true"
FavorSizeOrSpeed="1"
OmitFramePointers="true"
EnableFiberSafeOptimizations="true"
AdditionalIncludeDirectories="../../common/src" AdditionalIncludeDirectories="../../common/src"
PreprocessorDefinitions="_WINDOWS;WIN32;NDEBUG;CURL_STATICLIB;LIBXML_STATIC" PreprocessorDefinitions="_WINDOWS;WIN32;_DEBUG;CURL_STATICLIB"
StringPooling="true" StringPooling="true"
MinimalRebuild="true"
ExceptionHandling="2" ExceptionHandling="2"
RuntimeLibrary="2" BasicRuntimeChecks="3"
BufferSecurityCheck="false" SmallerTypeCheck="true"
RuntimeLibrary="3"
BufferSecurityCheck="true"
UsePrecompiledHeader="2" UsePrecompiledHeader="2"
PrecompiledHeaderThrough="stdpch.h" PrecompiledHeaderThrough="stdpch.h"
WarningLevel="3" WarningLevel="3"
@ -236,15 +240,13 @@
/> />
<Tool <Tool
Name="VCLinkerTool" Name="VCLinkerTool"
AdditionalDependencies="gnu_regex.lib libcurl.lib libjpeg.lib lua.lib luabind.lib wwwapp.lib wwwcache.lib wwwcore.lib wwwfile.lib wwwhtml.lib wwwhttp.lib wwwmime.lib wwwmux.lib wwwstream.lib wwwtrans.lib wwwutils.lib libeay32.lib ssleay32.lib" AdditionalDependencies="gnu_regex.lib libcurl.lib libjpeg.lib lua.lib luabind_d.lib wwwapp.lib wwwcache.lib wwwcore.lib wwwfile.lib wwwhtml.lib wwwhttp.lib wwwmime.lib wwwmux.lib wwwstream.lib wwwtrans.lib wwwutils.lib libeay32.lib ssleay32.lib"
OutputFile="..\..\bin\client_ryzom_r.exe" OutputFile="..\..\bin64\client_ryzom_d.exe"
LinkIncremental="1" LinkIncremental="2"
IgnoreDefaultLibraryNames="" IgnoreDefaultLibraryNames="msvcrt.lib"
GenerateDebugInformation="true" GenerateDebugInformation="true"
SubSystem="2" SubSystem="2"
OptimizeReferences="2" TargetMachine="17"
EnableCOMDATFolding="2"
TargetMachine="1"
/> />
<Tool <Tool
Name="VCALinkTool" Name="VCALinkTool"
@ -266,8 +268,6 @@
/> />
<Tool <Tool
Name="VCPostBuildEventTool" Name="VCPostBuildEventTool"
Description="insert the hi res icon"
CommandLine="$(InputDir)\..\..\tools\scripts\windows\tools\replace_vista_icon.exe $(TargetPath) $(InputDir)\ryzom.ico 101"
/> />
</Configuration> </Configuration>
<Configuration <Configuration
@ -2902,7 +2902,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Debug|x64" Name="Release|Win32"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
@ -2910,7 +2910,7 @@
/> />
</FileConfiguration> </FileConfiguration>
<FileConfiguration <FileConfiguration
Name="Release|Win32" Name="Debug|x64"
> >
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"

@ -1807,8 +1807,8 @@ class CHandlerItemMenuCheck : public IActionHandler
CInventoryManager &invMngr= getInventory(); CInventoryManager &invMngr= getInventory();
// If the item is an animal representation // If the item is an animal representation or rpjob item
if(pIS!=NULL && pIS->Family == ITEMFAMILY::PET_ANIMAL_TICKET) if (pIS!=NULL && ((pIS->Family == ITEMFAMILY::PET_ANIMAL_TICKET) || (pIS->Id.toString().substr(0, 6) == "rpjob_")))
{ {
// cannot move to other animals! :) // cannot move to other animals! :)
if(pMoveToBag) pMoveToBag->setActive(false); if(pMoveToBag) pMoveToBag->setActive(false);

@ -47,6 +47,7 @@ extern "C"
#include "../time_client.h" #include "../time_client.h"
#include "nel/misc/i18n.h" #include "nel/misc/i18n.h"
#include "nel/misc/md5.h" #include "nel/misc/md5.h"
#include "nel/3d/texture_file.h"
using namespace std; using namespace std;
using namespace NLMISC; using namespace NLMISC;
@ -173,7 +174,7 @@ void CGroupHTML::checkImageDownload()
// don't display image that are not power of 2 // don't display image that are not power of 2
uint32 w, h; uint32 w, h;
CBitmap::loadSize (image, w, h); CBitmap::loadSize (image, w, h);
if (w == 0 || h == 0 || !NLMISC::isPowerOf2(w) || !NLMISC::isPowerOf2(h)) if (w == 0 || h == 0 || ((!NLMISC::isPowerOf2(w) || !NLMISC::isPowerOf2(h)) && !NL3D::CTextureFile::supportNonPowerOfTwoTextures()))
image.clear(); image.clear();
CCtrlButton *btn = dynamic_cast<CCtrlButton*>(it->imgs[i]); CCtrlButton *btn = dynamic_cast<CCtrlButton*>(it->imgs[i]);
@ -2103,7 +2104,7 @@ void CGroupHTML::addImage(const char *img, bool globalColor)
// don't display image that are not power of 2 // don't display image that are not power of 2
uint32 w, h; uint32 w, h;
CBitmap::loadSize (image, w, h); CBitmap::loadSize (image, w, h);
if (w == 0 || h == 0 || !NLMISC::isPowerOf2(w) || !NLMISC::isPowerOf2(h)) if (w == 0 || h == 0 || ((!NLMISC::isPowerOf2(w) || !NLMISC::isPowerOf2(h)) && !NL3D::CTextureFile::supportNonPowerOfTwoTextures()))
image.clear(); image.clear();
newImage->setTexture (image); newImage->setTexture (image);
@ -2475,14 +2476,15 @@ void CGroupHTML::setTitle (const ucstring &title)
CInterfaceElement *parent = getParent(); CInterfaceElement *parent = getParent();
if (parent) if (parent)
{ {
parent = parent->getParent(); if (parent = parent->getParent())
{
CGroupContainer *container = dynamic_cast<CGroupContainer*>(parent); CGroupContainer *container = dynamic_cast<CGroupContainer*>(parent);
if (container) if (container)
{ {
container->setUCTitle (title); container->setUCTitle (title);
} }
} }
}
} }
// *************************************************************************** // ***************************************************************************

@ -66,7 +66,7 @@ static string getWebAuthKey()
void addWebIGParams (string &url) void addWebIGParams (string &url)
{ {
if(!UserEntity || (NetMngr.getConnectionState() < CNetworkConnection::Connected)) return; if(!UserEntity || !NetMngr.getLoginCookie().isValid()) return;
uint32 cid = NetMngr.getLoginCookie().getUserId() * 16 + PlayerSelectedSlot; uint32 cid = NetMngr.getLoginCookie().getUserId() * 16 + PlayerSelectedSlot;
url += ((url.find('?') != string::npos) ? "&" : "?") + url += ((url.find('?') != string::npos) ? "&" : "?") +

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////
// WARNING : this is a generated file, don't change it ! // WARNING : this is a generated file, don't change it !

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////
// WARNING : this is a generated file, don't change it ! // WARNING : this is a generated file, don't change it !

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
///////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////
// WARNING : this is a generated file, don't change it ! // WARNING : this is a generated file, don't change it !

@ -212,12 +212,6 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "driver_fmod", "..\..\nel\sr
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "3d", "..\..\nel\src\3d.vcproj", "{2B48BE83-108B-4E8E-8A55-6627CF09AC5A}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "3d", "..\..\nel\src\3d.vcproj", "{2B48BE83-108B-4E8E-8A55-6627CF09AC5A}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "admin_service", "..\..\nelns\admin_service\admin_service.vcproj", "{AA03E539-FE77-4B63-BE0E-DE637635E5A9}"
ProjectSection(ProjectDependencies) = postProject
{44B21233-EFCC-4825-B5E5-3A3BD6CC5516} = {44B21233-EFCC-4825-B5E5-3A3BD6CC5516}
{67AF56A4-A228-4BFB-BDA8-026CBEDE8BF9} = {67AF56A4-A228-4BFB-BDA8-026CBEDE8BF9}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "monitor_service", "src\monitor_service\monitor_service.vcproj", "{1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "monitor_service", "src\monitor_service\monitor_service.vcproj", "{1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}"
ProjectSection(ProjectDependencies) = postProject ProjectSection(ProjectDependencies) = postProject
{44B21233-EFCC-4825-B5E5-3A3BD6CC5516} = {44B21233-EFCC-4825-B5E5-3A3BD6CC5516} {44B21233-EFCC-4825-B5E5-3A3BD6CC5516} = {44B21233-EFCC-4825-B5E5-3A3BD6CC5516}
@ -539,14 +533,6 @@ Global
{2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|Win32.Build.0 = Release|Win32 {2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|Win32.Build.0 = Release|Win32
{2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|x64.ActiveCfg = Release|x64 {2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|x64.ActiveCfg = Release|x64
{2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|x64.Build.0 = Release|x64 {2B48BE83-108B-4E8E-8A55-6627CF09AC5A}.Release|x64.Build.0 = Release|x64
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Debug|Win32.ActiveCfg = Debug|Win32
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Debug|Win32.Build.0 = Debug|Win32
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Debug|x64.ActiveCfg = Debug|x64
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Debug|x64.Build.0 = Debug|x64
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Release|Win32.ActiveCfg = Release|Win32
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Release|Win32.Build.0 = Release|Win32
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Release|x64.ActiveCfg = Release|x64
{AA03E539-FE77-4B63-BE0E-DE637635E5A9}.Release|x64.Build.0 = Release|x64
{1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|Win32.ActiveCfg = Debug|Win32 {1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|Win32.ActiveCfg = Debug|Win32
{1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|Win32.Build.0 = Debug|Win32 {1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|Win32.Build.0 = Debug|Win32
{1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|x64.ActiveCfg = Debug|x64 {1648BD89-6D2C-441E-9D5A-D83F22F4F5EC}.Debug|x64.ActiveCfg = Debug|x64

@ -650,7 +650,7 @@ static float randomAngle()
return val; return val;
} }
CGroupNpc* CAIInstance::eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const& sheetId, CAIVector const& pos, double dispersionRadius, bool spawnBots) CGroupNpc* CAIInstance::eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const& sheetId, CAIVector const& pos, double dispersionRadius, bool spawnBots, double orientation, const std::string &botsName)
{ {
if (!_EventNpcManager) if (!_EventNpcManager)
return NULL; return NULL;
@ -681,7 +681,7 @@ CGroupNpc* CAIInstance::eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const&
// build unnamed bot // build unnamed bot
for (uint i=0; i<nbBots; ++i) for (uint i=0; i<nbBots; ++i)
{ {
grp->bots().addChild(new CBotNpc(grp, 0, grp->getName()), i); // Doub: 0 instead of getAlias()+i otherwise aliases are wrong grp->bots().addChild(new CBotNpc(grp, 0, botsName.empty() ? grp->getName():botsName), i); // Doub: 0 instead of getAlias()+i otherwise aliases are wrong
CBotNpc* const bot = NLMISC::safe_cast<CBotNpc*>(grp->bots()[i]); CBotNpc* const bot = NLMISC::safe_cast<CBotNpc*>(grp->bots()[i]);
@ -702,7 +702,14 @@ CGroupNpc* CAIInstance::eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const&
if (maxTries<=0) if (maxTries<=0)
rpos = pos; rpos = pos;
} }
bot->setStartPos(rpos.x().asDouble(),rpos.y().asDouble(), randomAngle(), AITYPES::vp_auto);
float angle = 0.f;
if (orientation < (NLMISC::Pi * 2.0) && orientation > (-NLMISC::Pi * 2.0))
angle = orientation;
else
angle = randomAngle();
bot->setStartPos(rpos.x().asDouble(),rpos.y().asDouble(), angle, AITYPES::vp_auto);
} }
} }
@ -838,25 +845,27 @@ void cbEventCreateNpcGroup( NLNET::CMessage& msgin, const std::string &serviceNa
uint32 instanceNumber; uint32 instanceNumber;
sint32 x; sint32 x;
sint32 y; sint32 y;
sint32 z; sint32 orientation;
uint32 nbBots; uint32 nbBots;
NLMISC::CSheetId sheetId; NLMISC::CSheetId sheetId;
double dispersionRadius; double dispersionRadius;
bool spawnBots; bool spawnBots;
std::string botsName;
msgin.serial(messageVersion); msgin.serial(messageVersion);
nlassert(messageVersion==1); nlassert(messageVersion==1);
msgin.serial(instanceNumber); msgin.serial(instanceNumber);
msgin.serial(x); msgin.serial(x);
msgin.serial(y); msgin.serial(y);
msgin.serial(z); msgin.serial(orientation);
msgin.serial(nbBots); msgin.serial(nbBots);
msgin.serial(sheetId); msgin.serial(sheetId);
msgin.serial(dispersionRadius); msgin.serial(dispersionRadius);
msgin.serial(spawnBots); msgin.serial(spawnBots);
msgin.serial(botsName);
CAIInstance* instance = CAIS::instance().getAIInstance(instanceNumber); CAIInstance* instance = CAIS::instance().getAIInstance(instanceNumber);
if (instance) if (instance)
{ {
instance->eventCreateNpcGroup(nbBots, sheetId, CAIVector((double)x/1000., (double)y/1000.), dispersionRadius, spawnBots); instance->eventCreateNpcGroup(nbBots, sheetId, CAIVector((double)x/1000., (double)y/1000.), dispersionRadius, spawnBots, (double)orientation/1000., botsName);
} }
} }

@ -207,7 +207,7 @@ public:
return NULL; return NULL;
} }
CGroupNpc* eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const& sheetId, CAIVector const& pos, double dispersionRadius, bool spawnBots); CGroupNpc* eventCreateNpcGroup(uint nbBots, NLMISC::CSheetId const& sheetId, CAIVector const& pos, double dispersionRadius, bool spawnBots, double orientation, const std::string &botsName);
/// create a new easter egg /// create a new easter egg
CBotEasterEgg* createEasterEgg(uint32 easterEggId, NLMISC::CSheetId const& sheetId, std::string const& botName, double x, double y, double z, double heading, const std::string& look); CBotEasterEgg* createEasterEgg(uint32 easterEggId, NLMISC::CSheetId const& sheetId, std::string const& botName, double x, double y, double z, double heading, const std::string& look);

@ -190,7 +190,7 @@ NLMISC_COMMAND(search, "search all the data tree for a name part","<name_part>")
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<aiInstanceId> <nbBots> <sheet> <x> <y> [<dispersionRadius=10m> [<spawnBots=true>]]") NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<aiInstanceId> <nbBots> <sheet> <x> <y> [<dispersionRadius=10m> [<spawnBots=true> [<orientation=random|-360..360> [<name>]]]]")
{ {
if (args.size()<5) if (args.size()<5)
return false; return false;
@ -249,7 +249,17 @@ NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<aiInstanceId>
NLMISC::fromString(args[6], spawnBots); NLMISC::fromString(args[6], spawnBots);
} }
aiInstance->eventCreateNpcGroup(nbBots, sheetId, CAIVector(x, y), dispersionRadius, spawnBots); double orientation = 6.666;
if (args.size()>7 && args[7] != "random")
{
NLMISC::fromString(args[7], orientation);
orientation = orientation / 360.0 * (NLMISC::Pi * 2.0);
}
std::string botsName;
if (args.size()>8) botsName = args[8];
aiInstance->eventCreateNpcGroup(nbBots, sheetId, CAIVector(x, y), dispersionRadius, spawnBots, orientation, botsName);
return true; return true;
} }

@ -5232,7 +5232,7 @@ NLMISC_COMMAND(setFamePlayer, "set the fame value of a player in the given facti
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<player eid> <nbBots> <sheet> [<dispersionRadius=10m> [<spawnBots=true>]]") NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<player eid> <nbBots> <sheet> [<dispersionRadius=10m> [<spawnBots=true> [<orientation=random|self|-360..360> [<name>]]]]")
{ {
if (args.size () < 3) return false; if (args.size () < 3) return false;
GET_ENTITY GET_ENTITY
@ -5240,7 +5240,7 @@ NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<player eid> <
uint32 instanceNumber = e->getInstanceNumber(); uint32 instanceNumber = e->getInstanceNumber();
sint32 x = e->getX(); sint32 x = e->getX();
sint32 y = e->getY(); sint32 y = e->getY();
sint32 z = e->getZ(); sint32 orientation = 6666; // used to specify a random orientation
uint32 nbBots = NLMISC::atoui(args[1].c_str()); uint32 nbBots = NLMISC::atoui(args[1].c_str());
if (nbBots<=0) if (nbBots<=0)
@ -5275,17 +5275,34 @@ NLMISC_COMMAND(eventCreateNpcGroup, "create an event npc group", "<player eid> <
NLMISC::fromString(args[4], spawnBots); NLMISC::fromString(args[4], spawnBots);
} }
if (args.size()>5)
{
if (args[5] == "self")
{
orientation = (sint32)(e->getHeading() * 1000.0);
}
else
{
NLMISC::fromString(args[5], orientation);
orientation = (sint32)((double)orientation / 360.0 * (NLMISC::Pi * 2.0) * 1000.0);
}
}
std::string botsName;
if (args.size()>6) botsName = args[6];
CMessage msgout("EVENT_CREATE_NPC_GROUP"); CMessage msgout("EVENT_CREATE_NPC_GROUP");
uint32 messageVersion = 1; uint32 messageVersion = 1;
msgout.serial(messageVersion); msgout.serial(messageVersion);
msgout.serial(instanceNumber); msgout.serial(instanceNumber);
msgout.serial(x); msgout.serial(x);
msgout.serial(y); msgout.serial(y);
msgout.serial(z); msgout.serial(orientation);
msgout.serial(nbBots); msgout.serial(nbBots);
msgout.serial(sheetId); msgout.serial(sheetId);
msgout.serial(dispersionRadius); msgout.serial(dispersionRadius);
msgout.serial(spawnBots); msgout.serial(spawnBots);
msgout.serial(botsName);
CWorldInstances::instance().msgToAIInstance2(instanceNumber, msgout); CWorldInstances::instance().msgToAIInstance2(instanceNumber, msgout);
return true; return true;

@ -185,6 +185,7 @@ uint CMissionStepAIMsg::processEvent( const TDataSetRow & userRow, const CMissio
if( event.Type == CMissionEvent::AIMsg ) if( event.Type == CMissionEvent::AIMsg )
{ {
CMissionEventAIMsg & eventSpe = (CMissionEventAIMsg &) event; CMissionEventAIMsg & eventSpe = (CMissionEventAIMsg &) event;
nlwarning("CMissionStepAIMsg : Message from event = '%s', message of mission = '%s'", eventSpe.Msg.c_str(), Msg.c_str());
if ( eventSpe.Msg == Msg ) if ( eventSpe.Msg == Msg )
{ {
LOGMISSIONSTEPSUCCESS("wait_msg"); LOGMISSIONSTEPSUCCESS("wait_msg");

@ -425,7 +425,7 @@ bool CConsumeItemTimedAction::validate(CTimedActionPhrase *phrase, CEntityBase *
{ {
// check player is sit, on a mektoub or swimming otherwise return false // check player is sit, on a mektoub or swimming otherwise return false
const MBEHAV::EMode mode = player->getMode(); const MBEHAV::EMode mode = player->getMode();
if (mode != MBEHAV::SIT && mode != MBEHAV::MOUNT_NORMAL && mode != MBEHAV::MOUNT_SWIM && mode != MBEHAV::SWIM) if (mode != MBEHAV::SIT && mode != MBEHAV::MOUNT_NORMAL && mode != MBEHAV::MOUNT_SWIM && mode != MBEHAV::SWIM && !player->isInWater())
{ {
CCharacter::sendDynamicSystemMessage(player->getId(),"CONSUMABLE_NOT_STAND_UP"); CCharacter::sendDynamicSystemMessage(player->getId(),"CONSUMABLE_NOT_STAND_UP");
return false; return false;

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CONNECTION_STATS_H #ifndef CONNECTION_STATS_H

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/misc/types_nl.h" #include "nel/misc/types_nl.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef GEORGES_INTERFACE #ifndef GEORGES_INTERFACE
#define GEORGES_INTERFACE #define GEORGES_INTERFACE

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/misc/i18n.h" #include "nel/misc/i18n.h"
#include "mission_compiler.h" #include "mission_compiler.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "mission_compiler.h" #include "mission_compiler.h"
#include "step.h" #include "step.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "mission_compiler.h" #include "mission_compiler.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "mission_compiler.h" #include "mission_compiler.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/misc/types_nl.h" #include "nel/misc/types_nl.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h> #include <nel/misc/types_nl.h>

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdafx.h" #include "stdafx.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdafx.h" #include "stdafx.h"
#include "nel/misc/object_vector.h" #include "nel/misc/object_vector.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdafx.h" #include "stdafx.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef DISPLAY_H #ifndef DISPLAY_H
#define DISPLAY_H #define DISPLAY_H

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_PLUGIN_INTERFACE_H #ifndef NL_PLUGIN_INTERFACE_H

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef TOOLSLOGIC_H #ifndef TOOLSLOGIC_H
#define TOOLSLOGIC_H #define TOOLSLOGIC_H

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef TOOLSZONE_H #ifndef TOOLSZONE_H
#define TOOLSZONE_H #define TOOLSZONE_H

@ -168,6 +168,7 @@ void CPlugin::init(IPluginAccess *pluginAccess)
AFX_MANAGE_STATE(AfxGetStaticModuleState()); AFX_MANAGE_STATE(AfxGetStaticModuleState());
AfxEnableControlContainer(); AfxEnableControlContainer();
_PluginAccess = pluginAccess; _PluginAccess = pluginAccess;
_PluginName="Player Plugin";
//#undef new //#undef new
LoadDlg = new CLoadDialog; LoadDlg = new CLoadDialog;
//#define new NL_NEW //#define new NL_NEW
@ -304,3 +305,41 @@ void CPlugin::onIdle()
} }
} }
} }
std::string& CPlugin::getName()
{
return _PluginName;
}
bool CPlugin::isActive()
{
return _PluginActive;
}
bool CPlugin::activatePlugin()
{
if(!_PluginActive)
{
AFX_MANAGE_STATE(AfxGetStaticModuleState());
AfxEnableControlContainer();
//_DialogFlag->Create(IDD_DIALOG_FLAGS, CWnd::FromHandle(_PluginAccess->getMainWindow()->m_hWnd));
_DialogFlag->ShowWindow(TRUE);
//_DialogFlag->init(this);
_PluginActive=true;
return true;
}
return false;
}
bool CPlugin::closePlugin()
{
if (_PluginActive)
{
//_DialogFlag->CloseWindow();
_DialogFlag->ShowWindow(FALSE);
_PluginActive=false;
return true;
}
return false;
}

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/sound/u_audio_mixer.h" #include "nel/sound/u_audio_mixer.h"
#include "nel/ligo/primitive.h" #include "nel/ligo/primitive.h"
@ -40,12 +55,27 @@ private:
/// Sound plugin dialog. /// Sound plugin dialog.
CDialogFlags *_DialogFlag; CDialogFlags *_DialogFlag;
std::string _PluginName;
bool _PluginActive;
//NLSOUND::UAudioMixer *_Mixer; //NLSOUND::UAudioMixer *_Mixer;
/// the position of the listener. /// the position of the listener.
//NLMISC::CVector _ListenerPos; //NLMISC::CVector _ListenerPos;
virtual void onIdle(); virtual void onIdle();
//getting the name of the plugin
virtual std::string& getName();
//testing whether the plugin is active or not (currently in use or not)
virtual bool isActive();
virtual bool activatePlugin();
virtual bool closePlugin();
bool m_Initialized; bool m_Initialized;
}; };

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "primitive_plugin.h" #include "primitive_plugin.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "DialogFlags.h" #include "DialogFlags.h"
#include "nel/misc/sheet_id.h" #include "nel/misc/sheet_id.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdafx.h" #include "stdafx.h"
#include "sound_plugin.h" #include "sound_plugin.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/sound/u_audio_mixer.h" #include "nel/sound/u_audio_mixer.h"
#include "nel/ligo/primitive.h" #include "nel/ligo/primitive.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
// *************************************************************************** // ***************************************************************************
/* /*

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "nel/misc/types_nl.h" #include "nel/misc/types_nl.h"
#include "nel/misc/path.h" #include "nel/misc/path.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "skill_tree.h" #include "skill_tree.h"

@ -1,2 +1,17 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h" #include "stdpch.h"

@ -1,3 +1,18 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h> #include <nel/misc/types_nl.h>

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