mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 05:27:19 +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.
This commit is contained in:
parent
8dd376ae1e
commit
88af3c7681
@ -91,7 +91,7 @@ void BaseRandomServer::SetSpawnerNetwork(Entity* self, const std::string& spawne
|
|||||||
|
|
||||||
if (spawnerName == "Named_Enemies")
|
if (spawnerName == "Named_Enemies")
|
||||||
{
|
{
|
||||||
spawner->Reset();
|
spawner->SoftReset();
|
||||||
}
|
}
|
||||||
|
|
||||||
spawner->Activate();
|
spawner->Activate();
|
||||||
@ -171,16 +171,6 @@ void BaseRandomServer::NamedEnemyDeath(Entity* self, Spawner* spawner)
|
|||||||
self->AddTimer("SpawnNewEnemy", spawnDelay);
|
self->AddTimer("SpawnNewEnemy", spawnDelay);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BaseRandomServer::SpawnersUp(Entity* self)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void BaseRandomServer::SpawnersDown(Entity* self)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)
|
void BaseRandomServer::BaseOnTimerDone(Entity* self, const std::string& timerName)
|
||||||
{
|
{
|
||||||
NamedTimerDone(self, timerName);
|
NamedTimerDone(self, timerName);
|
||||||
|
@ -25,8 +25,6 @@ public:
|
|||||||
void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
|
void SpawnSection(Entity* self, const std::string& sectionName, float iMultiplier);
|
||||||
void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
|
void SetSpawnerNetwork(Entity* self, const std::string& spawnerName, int32_t spawnNum, LOT spawnLOT);
|
||||||
BaseRandomServer::Zone* GetRandomLoad(Entity* self, const std::string& sectionName);
|
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 BaseOnTimerDone(Entity* self, const std::string& timerName);
|
||||||
|
|
||||||
void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
|
void NotifySpawnerOfDeath(Entity* self, Spawner* spawner);
|
||||||
|
Loading…
Reference in New Issue
Block a user