mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-02-11 14:50:03 +00:00
[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 - ???
This commit is contained in:
@@ -83,6 +83,10 @@ void Egg::enterIntoViewOf(CNSocket *sock) {
|
||||
sock->sendPacket(pkt, P_FE2CL_SHINY_ENTER);
|
||||
}
|
||||
|
||||
sNano* Player::getActiveNano() {
|
||||
return &Nanos[activeNano];
|
||||
}
|
||||
|
||||
sPCAppearanceData Player::getAppearanceData() {
|
||||
sPCAppearanceData data = {};
|
||||
data.iID = iID;
|
||||
|
||||
Reference in New Issue
Block a user