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[refactor] New buff framework (player implementation)
Get rid of `iConditionBitFlag` in favor of a system of individual buff objects that get composited to a bitflag on-the-fly. Buff objects can have callbacks for application, expiration, and tick, making them pretty flexible. Scripting languages can eventually use these for custom behavior, too. TODO: - Get rid of bitflag in BaseNPC - Apply buffs from passive nano powers - Apply buffs from active nano powers - Move eggs to new system - ???
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2
Makefile
2
Makefile
@@ -50,6 +50,7 @@ CXXSRC=\
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src/db/email.cpp\
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src/sandbox/seccomp.cpp\
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src/sandbox/openbsd.cpp\
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src/Buffs.cpp\
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src/Chat.cpp\
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src/CustomCommands.cpp\
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src/Entities.cpp\
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@@ -96,6 +97,7 @@ CXXHDR=\
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vendor/JSON.hpp\
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vendor/INIReader.hpp\
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vendor/JSON.hpp\
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src/Buffs.hpp\
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src/Chat.hpp\
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src/CustomCommands.hpp\
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src/Entities.hpp\
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