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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-09 00:48:04 +00:00
Another consistency pass
- change NotifyObject to use u16 string - move stuff to header that is inline - use u16strings instead of converting to u16 string - move entity to dEntity
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@@ -4,8 +4,8 @@
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#include "Entity.h"
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#include "RenderComponent.h"
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void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1, int32_t param2) {
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if (name == "BouncerBuilt") {
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void CatapultBaseServer::OnNotifyObject(Entity* self, Entity* sender, const std::u16string& name, int32_t param1, int32_t param2) {
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if (name == u"BouncerBuilt") {
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// start a timer for the arm to player the with bouncer animation
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self->AddTimer("PlatAnim", .75);
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@@ -46,7 +46,7 @@ void CatapultBaseServer::OnTimerDone(Entity* self, std::string timerName) {
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if (bouncer == nullptr) return;
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// bounce all players
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bouncer->NotifyObject(bouncer, "bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
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bouncer->NotifyObject(bouncer, u"bounceAllInProximity"); // Likely to trigger server side bounce, bodging this
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// add a delay to play the animation
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self->AddTimer("launchAnim", .3);
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} else if (timerName == "resetArm") {
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