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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@@ -1,4 +1,4 @@
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/* Copyright: (c) Kayne Ruse 2013
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/* Copyright: (c) Kayne Ruse 2013, 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@@ -25,6 +25,7 @@
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#include "scene_list.hpp"
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#include "base_scene.hpp"
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#include "shared_parameters.hpp"
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#include "config_utility.hpp"
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#include "udp_network_utility.hpp"
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@@ -47,9 +48,7 @@ private:
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//shared parameters
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ConfigUtility config;
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UDPNetworkUtility network;
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int clientIndex = -1;
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int accountIndex = -1;
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int characterIndex = -1;
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SharedParameters params;
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};
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#endif
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