was still hitting it didn't check for a new one. Let's keep the
check but instead let's just make sure that we ignore sprites
that are non-action or non-hover or are disabled.
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had been passed in with 3 elements and the first one was the 'skip',
then the second one would get picked 100% of the time.
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compositing system. These changes will not affect systems (like Yohoho) that
don't use said features.
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interface is provided that does that in a pluggable manner.
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class. Most users of the Cast system will be recoloring their character
components and this allows such users to avoid using the sort of "component
constraints" system that Yohoho uses when they don't need all the weird stuff
like starter status or activation cost.
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but higher priority hover sprite was entered. Noted a refinement that would
make getHit() more correct in the overlapping case.
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still over a hover sprite as that prevents things from working properly if
hover sprites overlap. This isn't much of a tradeoff as most of the time the
mouse is not over a hover sprite in which case it does the full hit testing
anyway.
Also fixed a bug wherein the active sprite was not actually configured unless
it implemented HoverSprite which the rest of the code takes pains not to
require (it should be and is now possible to have action sprites that do not
implement HoverSprite but still work).
By the way, this whole action/hover/etc. sprite business is goddamned handy.
It's *so* much nicer than having to implement mouse listeners and do a bunch of
crap by hand.
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not be generated. Cleaned up the generated provider interface formatting a bit.
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and FooDispatcher. This means we will no longer be able to make FooProvider a
class that directly handles FooService methods, but the savings in confusion
for first time users of the framework will more than make up for the minor
inconvenience.
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NoSuchMethodError) sticks a fork in the event dispatcher thread?
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leaving player was the last human player in the room, bodyLeft() will result in
a call to placeBecameEmpty() which will shut the game manager down before it
has a chance to end the game cleanly as a result of said player leaving.
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inform the client that the shit hit the fan so that it's not locked from
making any other move requests.
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to using the class name but get the appropriate class in the case of
RunQueue queued intervals.
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of codes. Currently the unit dump that is done once every 15 minutes is
chock-full of one-off units. Let us report the short class name of
the dispatcher, rather than the code with which an instance is registered.
Also: Thou shalt always iterate over the entrySet of a Map if thou planneth
to utilize both the key and the value.
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registered rather than in reverse. I'd like to make this change to
media.AbstractMedia as well but no doubt zillions of things depend on the
current notification ordering for that package.
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handling, chat history support and chat mogrification into the base
framework.
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object that can be (and is) provided to external callers.
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