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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@@ -106,6 +106,7 @@ private:
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std::map<int, AccountData> accountMap;
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std::map<int, CharacterData> characterMap;
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std::map<int, CombatData> combatMap;
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std::map<int, EnemyData> enemyMap;
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//maps
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//TODO: I need to handle multiple map objects
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