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https://github.com/DarkflameUniverse/DarkflameServer.git
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dGame Precompiled header improvements (#876)
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
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@@ -1,5 +1,7 @@
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#include "BankInteractServer.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "AMFFormat.h"
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void BankInteractServer::OnUse(Entity* self, Entity* user) {
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AMFArrayValue args;
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@@ -1,5 +1,6 @@
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#include "GrowingFlower.h"
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#include "MissionComponent.h"
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#include "Loot.h"
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void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::string& message) {
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if (!self->GetVar<bool>(u"blooming") && (message == "waterspray" || message == "shovelgrow")) {
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@@ -4,6 +4,7 @@
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#include "EntityManager.h"
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#include "Character.h"
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#include "PetComponent.h"
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#include "User.h"
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std::vector<LWOOBJID> PetDigServer::treasures{};
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@@ -1,6 +1,7 @@
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#include "PropertyPlatform.h"
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#include "RebuildComponent.h"
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#include "GameMessages.h"
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#include "MovingPlatformComponent.h"
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void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
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// auto* movingPlatform = self->GetComponent<MovingPlatformComponent>();
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@@ -9,7 +10,7 @@ void PropertyPlatform::OnRebuildComplete(Entity* self, Entity* target) {
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// movingPlatform->SetNoAutoStart(true);
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// }
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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0, 0, MovementPlatformState::Stationary);
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0, 0, eMovementPlatformState::Stationary);
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}
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void PropertyPlatform::OnUse(Entity* self, Entity* user) {
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@@ -20,7 +21,7 @@ void PropertyPlatform::OnUse(Entity* self, Entity* user) {
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// movingPlatform->GotoWaypoint(1);
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// }
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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1, 1, MovementPlatformState::Moving);
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1, 1, eMovementPlatformState::Moving);
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self->AddCallbackTimer(movementDelay + effectDelay, [self, this]() {
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self->SetNetworkVar<float_t>(u"startEffect", dieDelay);
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@@ -1,5 +1,6 @@
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#include "QbSpawner.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityInfo.h"
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#include "MovementAIComponent.h"
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void QbSpawner::OnStartup(Entity* self) {
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@@ -133,4 +134,3 @@ void QbSpawner::AggroTargetObject(Entity* self, Entity* enemy) {
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}
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}
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@@ -1,6 +1,8 @@
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#include "WishingWellServer.h"
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#include "ScriptedActivityComponent.h"
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#include "GameMessages.h"
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#include "Loot.h"
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#include "EntityManager.h"
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void WishingWellServer::OnStartup(Entity* self) {
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}
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