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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@@ -25,7 +25,11 @@
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//Public access members
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//-------------------------
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InCombat::InCombat() {
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InCombat::InCombat(ConfigUtility* const argConfig, UDPNetworkUtility* const argNetwork, SharedParameters* const argParams):
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config(*argConfig),
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network(*argNetwork),
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params(*argParams)
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{
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//
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}
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@@ -57,6 +61,10 @@ void InCombat::Render(SDL_Surface* const screen) {
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//Event handlers
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//-------------------------
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void InCombat::QuitEvent() {
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//
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}
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void InCombat::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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@@ -80,3 +88,7 @@ void InCombat::KeyDown(SDL_KeyboardEvent const& key) {
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void InCombat::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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void InCombat::HandlePacket(SerialPacket& packet) {
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//
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}
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