Replaced HandleCharacterSet*() with HandleCharacterMovement()
This new method rolls three otherwise similar methods together. There is still a conditional which handles room movements separately, but it's much smoother, and PumpPacketProximity is utilized much more. I've also added a stub for graphical attack data via HandleCharacterAttack()
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@@ -101,9 +101,8 @@ private:
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void HandleCharacterUnload(CharacterPacket* const);
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//character movement
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void HandleCharacterSetRoom(CharacterPacket* const);
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void HandleCharacterSetOrigin(CharacterPacket* const);
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void HandleCharacterSetMotion(CharacterPacket* const);
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void HandleCharacterMovement(CharacterPacket* const);
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void HandleCharacterAttack(CharacterPacket* const);
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//utility methods
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void PumpPacket(SerialPacket* const);
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