* units - move SotA zombie rats to core
* units - hackish movement anim for zombie gryphons
* units/monsters - better choices from available undead_variations
* units - falcon zombie (no soulless yet)
* units - adding zombie falcon portrait
* units - adding soulless falcon
* units - adding gorer portrait
* units - slight adjustment to zombie falcon
* units - adding zombie rat portrait
* units - zombie tusker
* units - tusker soulless
* units - wire in new undead variations to falcon and tusker
* units - fix some sprite shadows in the zombie tuskers
This fires a NOTIFIED_MOFIDIED event in the parent widget when the toggle state changes instead of manually
passing a callback in as a ctor parameter. The only widget which handled this was the multimenu_button, and
that did some stuff, then fired off a NOTIFY_MODIFIED event of its own. This change basically just installs
a handler of its own for the NOTIFY_MODIFIED event, which should still allow any other dialogs to add their
own handlers if necessary.
This also adds a second constructor that takes the parent widget and pulls the rectangle and markup settings
from it rather than having them passed in manually. The ctor that takes them is retained for the cases where
the menu needs to be manually invoked without a parent widget.
- Giving everybody a teamname, displayed in the :inspect window
- No retreating for Inky with the new AI
- the fake side 5 uses now the icon of side 1, but has still the
default flag for displaying it in the sidear during the cutscene.
- refactorings
North-east had one, south-west now too. Romm for further improvement:
change the RGB values, the cave is so dark that it's quite some contrast.
One side of the mountain has always shadow, could use that idea.
- Adds a bunch of documentation
- Fixes some incorrect or inaccurate documentation
- Moves some documentation so that wmlscope actually picks it up
- Excludes some internal macros from being documented
This practice stems from a time before get_window() was available in modal_dialog so the window reference
*had* to be bound to any callback that wanted to use it, resulting in a mess. This is much cleaner.