UDPNetworkUtility is a singleton, disabled InCombat scene
I found incombat to be way too finicky to keep up to date, so I disabled it for now.
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@@ -38,7 +38,7 @@
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "in_world.hpp"
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#include "in_combat.hpp"
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//#include "in_combat.hpp"
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#include "clean_up.hpp"
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//-------------------------
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@@ -66,7 +66,7 @@ void ClientApplication::Init(int argc, char** argv) {
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(0);
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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@@ -151,7 +151,7 @@ void ClientApplication::Proc() {
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void ClientApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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network.Close();
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UDPNetworkUtility::GetSingleton().Close();
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SDLNet_Quit();
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SDL_Quit();
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std::cout << "Clean exit" << std::endl;
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@@ -176,16 +176,16 @@ void ClientApplication::LoadScene(SceneList sceneIndex) {
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activeScene = new OptionsMenu();
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&network, &clientIndex, &accountIndex);
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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activeScene = new InWorld(&clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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// case SceneList::INCOMBAT:
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// activeScene = new InCombat(&clientIndex, &accountIndex, &characterIndex, &characterMap);
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// break;
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case SceneList::CLEANUP:
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activeScene = new CleanUp(&network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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activeScene = new CleanUp(&clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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