This can e.g. be used for the water barrel to show the fill-level. Or by an adventure scenario to highlight quest items.
Or by third-party packs to do other cool stuff.
When the sword was deleted while striking (or on hit), the effect that would reset the Clonk's speed was also deleted. The Clonk responded with a general inability to walk.
In at least one Let's Play, the player found it weird that the sword has such a short range even though it was (visually) clearly hitting the enemy. I agree.
Also, this is a (major?) sword buff of course.
This happened to me ingame. I don't know why and I don't know how to reproduce.
So this is a quick in-place fix instead of a solution to the underlying issue of "entries" not being there.
The javelin was one of the hardest weapons to use and didn't even deal a lot of damage (only slightly higher than the arrow, if not less?).
It does a lot more damage now and three javelins should kill a Clonk. Test!
Even when standing directly over a plant, you would sometimes not harvest it because its midpoint would be out of the Clonk's rectangle. Now the Clonk only has to touch plants.
Rolling works via SetXDir anyway, so the ComDir change is not necessary. It would just lead to issues because the ComDir would never be reset and the Clonk would keep on walking until the next key press.
This actually led to an infinite recursion in Mine Rescue when clicking on the goal. The goal menu would link to the goal itself which would link to the elevator -> case -> elevator -> case...
Now only layout stuff is in the layout proplists.
I noticed that with multiple goals one always gets a background. But I guess that had already been the case beforehand? Anyway, that's another issue.
More a work-around than a fix. I didn't really dive into WHY the problem happened, but you'd always throw away a different item and not the CH one. Probably because either DropInventoryItem or GetItemPos does something weird, but meh..
Objects now stack iff CanBeStackedWith returns true. The displayed symbol is now the first object of the stack (instead of the definition).
Also fixed barrel to not overwrite the custom name just after setting it.
Steps to reproduce: put shovel on ground. take dynamite. stand on shovel. aim below you. leftclick. leftlick. => dynamite is planted AND shovel is collected.