Unlike [allied_with] and [enemy_of], these will match if only if
there is *any* ally or enemy matching the filter. The other versions
of the tag match only if all sides matching the filter are
allied / opposed.
This commit also adds a unit test that checks that it works as
expected.
This commit only includes files that weren't incorrectly modified by
wmlindent as the result of bugs; in other words, all files but the
following:
* break_replay_with_lua_random.cfg
* characterize_pathfinding.cfg
* event_handlers_in_events.cfg
* recruit_facing.cfg
There is some WML in data/test/scenarios/ that causes wmlindent to
misbehave (bug #22264 and possibly others awaiting a more thorough
diagnosis), so that subdir is not part of this commit.
wmlindent chokes on these
commit made with the following command:
find data/test/scenarios/ -type f -print0 | xargs -0 sed -i
"s|^\([[:space:]]*\[\/.*\]\)[[:space:]]*)\}[[:space:]]*$|\1\n)}|"
Both instances refer to the "All" editor palette's icon in 1.10.x, moved
and redrawn during 1.11.x so it doesn't really fit in this menu anymore.
So my logic is, why not put the BLEND() IPF to test?
Dialogue changed to have proper English formatting. Eradion death
message fixed to remove potential of an enemy side expressing concern
over his death.
Without the corresponding maps, the overlays are completely unnecessary.
The titlescreen is preserved for UMC use - all other cases are from
campaigns and aren't guaranteed to be included with the game.
[ci skip]
Implemented reloading of configs with define= attributes in both mp_create and mp_wait::join_game().
Added myself to about.cfg and updated changelog.
Conflicts:
changelog
src/gamestatus.cpp
src/gamestatus.hpp
src/multiplayer_wait.cpp
Without this, the engine may match map borders and send the respawnee
back to the player's recall list as those count as invalid locations
like "recall","recall".
This bit was subject to a particularly bad case of code copy-pasting
when the only real variable is the id of the first respawn hub
candidate.
Added a statement to clear the respawn_hub WML variable after running
the code since it's never used again afterwards.