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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@@ -30,13 +30,14 @@
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#include <chrono>
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#include <list>
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#include <utility>
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struct CombatData {
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typedef std::chrono::steady_clock Clock;
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//combatants
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std::list<CharacterData*> characterList;
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std::list<EnemyData> enemyList;
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//combatants, point to the std::map's internal pairs
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std::list<std::pair<const int, CharacterData>*> characterList;
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std::list<std::pair<const int, EnemyData>*> enemyList;
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//world interaction
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int mapIndex = 0;
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