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https://github.com/DarkflameUniverse/DarkflameServer.git
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Hardmode cleanups (#954)
* load values once so that it doesn't check every time don't return, just skip don't realod char * address feedback * don't drop the only item you can't get again * address most feedback * move settings for HC mode * fix comment * claenup whitespace
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@@ -78,6 +78,11 @@ public:
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static bool IsExcludedFromGhosting(LOT lot);
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const bool GetHardcoreMode() { return m_HardcoreMode; };
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const uint32_t GetHardcoreLoseUscoreOnDeathPercent() { return m_HardcoreLoseUscoreOnDeathPercent; };
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const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
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const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
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private:
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static EntityManager* m_Address; //For singleton method
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static std::vector<LWOMAPID> m_GhostingExcludedZones;
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@@ -102,6 +107,12 @@ private:
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// Map of spawnname to entity object ID
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std::unordered_map<std::string, LWOOBJID> m_SpawnPoints;
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// hardcore mode vars
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bool m_HardcoreMode;
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uint32_t m_HardcoreLoseUscoreOnDeathPercent;
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bool m_HardcoreDropinventoryOnDeath;
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uint32_t m_HardcoreUscoreEnemiesMultiplier;
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};
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#endif // ENTITYMANAGER_H
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