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CDClient cleanup and optimization (#1023)
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
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@@ -9,6 +9,8 @@
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#include "eMissionTaskType.h"
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#include <algorithm>
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#include "CDSkillBehaviorTable.h"
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ItemSet::ItemSet(const uint32_t id, InventoryComponent* inventoryComponent) {
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this->m_ID = id;
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this->m_InventoryComponent = inventoryComponent;
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@@ -127,7 +129,7 @@ void ItemSet::OnEquip(const LOT lot) {
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auto* missionComponent = m_InventoryComponent->GetParent()->GetComponent<MissionComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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@@ -159,7 +161,7 @@ void ItemSet::OnUnEquip(const LOT lot) {
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const auto& skillComponent = m_InventoryComponent->GetParent()->GetComponent<SkillComponent>();
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for (const auto skill : skillSet) {
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auto* skillTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
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auto* skillTable = CDClientManager::Instance().GetTable<CDSkillBehaviorTable>();
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const auto behaviorId = skillTable->GetSkillByID(skill).behaviorID;
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