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
This commit is contained in:
Kayne Ruse
2014-05-26 17:11:26 +10:00
parent a47e76845f
commit 0a71f43ef3
13 changed files with 119 additions and 58 deletions
+3 -3
View File
@@ -119,13 +119,13 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
activeScene = new OptionsMenu(&config);
break;
case SceneList::LOBBYMENU:
activeScene = new LobbyMenu(&config, &network, &clientIndex, &accountIndex, &characterIndex);
activeScene = new LobbyMenu(&config, &network, &params);
break;
case SceneList::INWORLD:
activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex);
activeScene = new InWorld(&config, &network, &params);
break;
case SceneList::INCOMBAT:
activeScene = new InCombat();
activeScene = new InCombat(&config, &network, &params);
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));