mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-17 04:48:13 +00:00
Grim LU
Wincent's attempt at making LU into something it isn't supposed to be, an ARPG.
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@@ -7,5 +7,5 @@ add_library(dWorldServer ${DWORLDSERVER_SOURCES})
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add_executable(WorldServer "WorldServer.cpp")
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target_link_libraries(dWorldServer ${COMMON_LIBRARIES})
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target_link_libraries(WorldServer ${COMMON_LIBRARIES} dChatFilter dGame dZoneManager dPhysics Detour Recast tinyxml2 dWorldServer dNavigation)
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target_link_libraries(WorldServer ${COMMON_LIBRARIES} dChatFilter dGame dPhysics Detour Recast tinyxml2 dWorldServer dNavigation)
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@@ -71,6 +71,11 @@
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#include "eMasterMessageType.h"
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#include "eGameMessageType.h"
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#include "ZCompression.h"
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#include "InventoryComponent.h"
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#include "DamageProfile.h"
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#include "ResistanceProfile.h"
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#include "SpawnPatterns.h"
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#include "EntityProfile.h"
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namespace Game {
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dLogger* logger = nullptr;
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@@ -147,6 +152,12 @@ int main(int argc, char** argv) {
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Game::logger->Log("WorldServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("WorldServer", "Compiled on: %s", __TIMESTAMP__);
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ItemModifierTemplate::LoadItemModifierTemplates((BinaryPathFinder::GetBinaryDir() / "ItemModifierTemplates.xml").string());
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DamageProfile::LoadDamageProfiles((BinaryPathFinder::GetBinaryDir() / "DamageProfiles.xml").string());
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ResistanceProfile::LoadResistanceProfiles((BinaryPathFinder::GetBinaryDir() / "ResistanceProfiles.xml").string());
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SpawnPatterns::LoadSpawnPatterns((BinaryPathFinder::GetBinaryDir() / "SpawnPatterns.xml").string());
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EntityProfile::LoadEntityProfiles((BinaryPathFinder::GetBinaryDir() / "EntityProfiles.xml").string());
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if (Game::config->GetValue("disable_chat") == "1") chatDisabled = true;
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try {
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@@ -489,6 +500,8 @@ int main(int argc, char** argv) {
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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Spawner::UpdateRatings(deltaTime);
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Metrics::EndMeasurement(MetricVariable::GameLoop);
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Metrics::StartMeasurement(MetricVariable::Sleep);
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@@ -512,6 +525,12 @@ int main(int argc, char** argv) {
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}
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}
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auto* controller = dZoneManager::Instance()->GetZoneControlObject();
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if (controller != nullptr && controller->HasVar(u"shutdown") && controller->GetVar<bool>(u"shutdown")) {
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Game::shouldShutdown = true;
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}
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if (Game::shouldShutdown && !worldShutdownSequenceComplete) {
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WorldShutdownProcess(zoneID);
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break;
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