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chore: Simplify and move Player functionality to relevant component (#1408)
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes
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@@ -453,16 +453,12 @@ void SGCannon::SpawnNewModel(Entity* self) {
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void SGCannon::RemovePlayer(LWOOBJID playerID) {
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr)
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return;
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if (!player) return;
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auto* playerObject = dynamic_cast<Player*>(player);
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if (playerObject == nullptr)
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return;
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auto* character = playerObject->GetCharacter();
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if (character != nullptr) {
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playerObject->SendToZone(character->GetLastNonInstanceZoneID());
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auto* character = player->GetCharacter();
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent && character) {
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characterComponent->SendToZone(character->GetLastNonInstanceZoneID());
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}
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}
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