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 -4
View File
@@ -27,6 +27,7 @@
#include "raster_font.hpp"
#include "button.hpp"
#include "config_utility.hpp"
#include "shared_parameters.hpp"
//network
#include "udp_network_utility.hpp"
@@ -42,7 +43,7 @@
class LobbyMenu : public BaseScene {
public:
//Public access members
LobbyMenu(ConfigUtility* const, UDPNetworkUtility* const, int* const, int* const, int* const);
LobbyMenu(ConfigUtility* const, UDPNetworkUtility* const, SharedParameters* const);
~LobbyMenu();
protected:
@@ -64,9 +65,7 @@ protected:
//shared parameters
ConfigUtility& config;
UDPNetworkUtility& network;
int& clientIndex;
int& accountIndex;
int& characterIndex;
SharedParameters& params;
//members
Image image;