Fixed river ford transition glitches
This is a semi-hacky backport from how the transition works in 1.13.
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5b55d73192
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2 changed files with 146 additions and 1 deletions
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@ -1,6 +1,8 @@
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Version 1.12.5+dev:
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* Language and i18n:
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* Updated translations: Galician, Italian, RACV, Russian, Slovak, Swedish
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* Terrains:
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* Fixed glitches of river ford transitions.
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* User interface:
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* GUI1 comboboxes now use the thinner menu frame style.
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* Miscellaneous and bug fixes:
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@ -803,7 +803,150 @@
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# Water Transitions below everything else
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{TRANSITION_COMPLETE_LF Wwf (!,Wwf,!,W*,Sm,Xv,_off^_usr) -515 transition2 water/ford}
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#define NICER_FORD_TRANSITION TERRAINLIST ADJACENT LAYER IMAGESTEM MASKSTEM MASKIPF
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[terrain_graphics]
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map="
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, 2
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2, 2
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, 1
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2, 2
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, 2"
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3,ford-@R4,ford-@R5
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png)~BLIT(terrain/{MASKSTEM}-@R4.png)~BLIT(terrain/{MASKSTEM}-@R5.png){MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 2
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., 2
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, 1
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2, 2
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, 2"
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3,ford-@R4
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png)~BLIT(terrain/{MASKSTEM}-@R4.png){MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 2
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., 2
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, 1
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., 2
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, 2"
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0,ford-@R1,ford-@R2,ford-@R3
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png)~BLIT(terrain/{MASKSTEM}-@R3.png){MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 2
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., 2
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, 1
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., 2
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0,ford-@R1,ford-@R2
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png)~BLIT(terrain/{MASKSTEM}-@R2.png){MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 2
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., 2
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, 1
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., .
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0,ford-@R1
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png~BLIT(terrain/{MASKSTEM}-@R1.png){MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, 2
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., .
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, 1
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., .
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, ."
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[tile]
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pos=1
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type={ADJACENT}
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set_no_flag=ford-@R0
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[image]
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name={IMAGESTEM}.png~MASK(terrain/{MASKSTEM}-@R0.png{MASKIPF})
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layer={LAYER}
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[/image]
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[/tile]
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[tile]
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pos=2
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type={TERRAINLIST}
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[/tile]
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rotations=n,ne,se,s,sw,nw
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[/terrain_graphics]
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#enddef
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{NICER_FORD_TRANSITION Wwf (!,Wwf,!,W*,Sm,Xv,_off^_usr) -515 water/ford water/ocean-long-A01 "~O(0.48)"}
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#undef NICER_FORD_TRANSITION
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# Double-sided animated transitions for water-to-water and sand-to-water
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{TRANSITION_COMPLETE_LF Sm (!,Sm,!,W*,D*) -556 transition3 swamp/mud-long}
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