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d2aeebcd46
* Move CDClientManager to be a namespace Tested that worlds still load data as expected. Had no use being a singleton anyways. * Move cdclient data storage to tu local containers Allows some data from these containers to be saved on object by reference instead of always needing to copy. iteration 2 - move all unnamed namespace containers to a singular spot - use macro for template specialization and variable declaration - use templates to allow for as little copy paste of types and functions as possible * remember to use typename! compiler believes T::StorageType is accessing a member, not a type. * Update CDClientManager.cpp * move to cpp?
36 lines
1.5 KiB
C++
36 lines
1.5 KiB
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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struct CDSkillBehavior {
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uint32_t skillID; //!< The Skill ID of the skill
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UNUSED(uint32_t locStatus); //!< ??
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uint32_t behaviorID; //!< The Behavior ID of the skill
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uint32_t imaginationcost; //!< The imagination cost of the skill
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uint32_t cooldowngroup; //!< The cooldown group ID of the skill
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float cooldown; //!< The cooldown time of the skill
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UNUSED(bool isNpcEditor); //!< ???
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UNUSED(uint32_t skillIcon); //!< The Skill Icon ID
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UNUSED(std::string oomSkillID); //!< ???
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UNUSED(uint32_t oomBehaviorEffectID); //!< ???
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UNUSED(uint32_t castTypeDesc); //!< The cast type description(?)
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UNUSED(uint32_t imBonusUI); //!< The imagination bonus of the skill
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UNUSED(nint32_t lifeBonusUI); //!< The life bonus of the skill
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UNUSED(uint32_t armorBonusUI); //!< The armor bonus of the skill
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UNUSED(uint32_t damageUI); //!< ???
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UNUSED(bool hideIcon); //!< Whether or not to show the icon
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UNUSED(bool localize); //!< ???
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UNUSED(std::string gate_version); //!< ???
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UNUSED(uint32_t cancelType); //!< The cancel type (?)
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};
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class CDSkillBehaviorTable : public CDTable<CDSkillBehaviorTable, std::map<uint32_t, CDSkillBehavior>> {
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public:
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void LoadValuesFromDatabase();
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// Gets an entry by skillID
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const CDSkillBehavior& GetSkillByID(uint32_t skillID);
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};
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