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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@@ -33,6 +33,7 @@
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int ClientData::uidCounter = 0;
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int CombatData::uidCounter = 0;
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int EnemyData::uidCounter = 0;
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//-------------------------
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//Define the public members
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