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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-09-05 14:58:27 +00:00
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.
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@@ -91,7 +91,7 @@ void BaseRandomServer::SetSpawnerNetwork(Entity* self, const std::string& spawne
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if (spawnerName == "Named_Enemies")
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{
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spawner->Reset();
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spawner->SoftReset();
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}
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spawner->Activate();
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@@ -171,16 +171,6 @@ void BaseRandomServer::NamedEnemyDeath(Entity* self, Spawner* spawner)
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self->AddTimer("SpawnNewEnemy", spawnDelay);
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}
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void BaseRandomServer::SpawnersUp(Entity* self)
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{
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}
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void BaseRandomServer::SpawnersDown(Entity* self)
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{
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}
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void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)
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{
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NamedTimerDone(self, timerName);
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