Change of reset use

Instead of doing a hard reset on the spawner, we simply do a SoftReset.  I also removed some dead code that was doing nothing.
This commit is contained in:
EmosewaMC 2021-12-17 18:07:52 -08:00
parent 8dd376ae1e
commit 88af3c7681
2 changed files with 1 additions and 13 deletions

View File

@ -91,7 +91,7 @@ void BaseRandomServer::SetSpawnerNetwork(Entity* self, const std::string& spawne
if (spawnerName == "Named_Enemies")
{
spawner->Reset();
spawner->SoftReset();
}
spawner->Activate();
@ -171,16 +171,6 @@ void BaseRandomServer::NamedEnemyDeath(Entity* self, Spawner* spawner)
self->AddTimer("SpawnNewEnemy", spawnDelay);
}
void BaseRandomServer::SpawnersUp(Entity* self)
{
}
void BaseRandomServer::SpawnersDown(Entity* self)
{
}
void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)
{
NamedTimerDone(self, timerName);

View File

@ -25,8 +25,6 @@ public:
void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName);
void SpawnersUp(Entity* self);
void SpawnersDown(Entity* self);
void BaseOnTimerDone(Entity* self, const std::string& timerName);
void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);