Implemented SharedParameters system in the client (read more)
Here are more tweaks: * InWorld's quit event now exits to the main menu, bypassing a relayed disconnect message * InWorld's disconnect hander no longer throws exceptions (dropped creation packet bugfix) * CombatData's internals now point to std::pair objects * Enemies are stored in a global list
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@@ -119,13 +119,13 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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activeScene = new OptionsMenu(&config);
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&config, &network, &clientIndex, &accountIndex, &characterIndex);
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activeScene = new LobbyMenu(&config, &network, ¶ms);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex);
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activeScene = new InWorld(&config, &network, ¶ms);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat();
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activeScene = new InCombat(&config, &network, ¶ms);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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