* Breakout rest of the enums from dcommonvars
so we don't have to deal with merge conflicts
ePlayerFlags is not a scoped enum, yet, due to it's complexity
* address feedback
* make player flag types consistent
* fix typo
* Add tests and cleanup LDF header
Also implements a speedup by using overloaded operators to put numbers directly to a stream as opposed to doing to_string first.
Stage 2 of re-write
Reduce scoping
Add further optimizations
Fix more edge cases
Split out tests to many smaller ones
Use EXPECT_NO_THROW
Add edge cases to test
Added these first with the before to confirm they failed, and now will be adding the remaining fixes needed to make the tests pass.
Add edge case testing for LDF strings
Add further tests
Use characters instead of char*
Update AMFDeserializeTests.cpp
Add null tests
* Add Test Fixture for dCommon
* Add speed test
* Convert to using string_view
* Add explanation on early return
* Remove "testing" code
* randominze between 0 and 7 inclusive
for the different animation types
* Make the end behavior deterministic unpon loading
So that all players see the same animations for each other
* Implement maelstrom fog for alpha FV
add OnOffCollisionPhantom call to cppscripts
Add physics shape for gas blocking volume
* Add Ninja Sensie Script for alpha FV
and migration
* Fix private var casing
* And ninja wild scripts
they keep making me add more things
* address feedback
---------
Co-authored-by: Gie "Max" Vanommeslaeghe <gievanom@hotmail.com>
Fix an issue where the Wingreaper birds no longer moved. The client seems to do the following:
Default speed set to 10.0f
Check the PhysicsComponent table for the column speed and if it exists set speed to that value and if the value was null set it to the default again.
Clean up macros
more tomorrow
Cleanup and optimize CDActivities table
Remove unused include
Further work on CDActivityRewards
Update MasterServer.cpp
Further animations work
Activities still needs work for a better PK.
fix type
All of these replacements worked
Create internal interface for animations
Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
* Implement some trigger event calls
and command handlers
* add zone summary dimissed GM
* break and remove log
* some cleanup in Gather Targets
and blocking out
* fix default value of unlock for play cinematic
* Log on errors
add enum for physics effect type
simplify nipoint3 logic
check arg count
add enum for End behavior
* tryparse for nipoint3
* totally didn't forget to include it
* bleh c++ is blah
* ???
* address feedback
* Fix for #1028