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
This commit is contained in:
Aaron Kimbrell
2023-01-12 13:16:24 -06:00
committed by GitHub
parent 7bca43ffc1
commit 872270704c
4 changed files with 100 additions and 70 deletions

View File

@@ -78,6 +78,11 @@ public:
static bool IsExcludedFromGhosting(LOT lot);
const bool GetHardcoreMode() { return m_HardcoreMode; };
const uint32_t GetHardcoreLoseUscoreOnDeathPercent() { return m_HardcoreLoseUscoreOnDeathPercent; };
const bool GetHardcoreDropinventoryOnDeath() { return m_HardcoreDropinventoryOnDeath; };
const uint32_t GetHardcoreUscoreEnemiesMultiplier() { return m_HardcoreUscoreEnemiesMultiplier; };
private:
static EntityManager* m_Address; //For singleton method
static std::vector<LWOMAPID> m_GhostingExcludedZones;
@@ -102,6 +107,12 @@ private:
// Map of spawnname to entity object ID
std::unordered_map<std::string, LWOOBJID> m_SpawnPoints;
// hardcore mode vars
bool m_HardcoreMode;
uint32_t m_HardcoreLoseUscoreOnDeathPercent;
bool m_HardcoreDropinventoryOnDeath;
uint32_t m_HardcoreUscoreEnemiesMultiplier;
};
#endif // ENTITYMANAGER_H