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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@@ -45,6 +45,7 @@
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//client
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#include "base_scene.hpp"
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#include "player_character.hpp"
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#include "shared_parameters.hpp"
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//STL
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#include <map>
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@@ -52,7 +53,7 @@
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class InWorld : public BaseScene {
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public:
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//Public access members
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InWorld(ConfigUtility* const, UDPNetworkUtility* const, int* const, int* const, int* const);
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InWorld(ConfigUtility* const, UDPNetworkUtility* const, SharedParameters* const);
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~InWorld();
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protected:
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@@ -91,9 +92,7 @@ protected:
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//shared parameters
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ConfigUtility& config;
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UDPNetworkUtility& network;
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int& clientIndex;
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int& accountIndex;
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int& characterIndex;
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SharedParameters& params;
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//graphics
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Image buttonImage;
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