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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-14 12:18:22 +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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8dd376ae1e
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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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if (spawnerName == "Named_Enemies")
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{
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{
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spawner->Reset();
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spawner->SoftReset();
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}
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}
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spawner->Activate();
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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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self->AddTimer("SpawnNewEnemy", spawnDelay);
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}
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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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void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)
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{
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{
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NamedTimerDone(self, timerName);
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NamedTimerDone(self, timerName);
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@ -25,8 +25,6 @@ public:
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void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
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void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
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void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
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void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
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BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName);
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BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName);
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void SpawnersUp(Entity* self);
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void SpawnersDown(Entity* self);
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void BaseOnTimerDone(Entity* self, const std::string& timerName);
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void BaseOnTimerDone(Entity* self, const std::string& timerName);
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void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
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void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
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