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synced 2025-12-14 09:11:03 +00:00
Remove Eggs::Eggs and rearrange Entity members a bit
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@@ -139,7 +139,7 @@ static void loadPaths(int* nextId) {
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if (passedDistance >= SLIDER_GAP_SIZE) { // space them out uniformaly
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passedDistance -= SLIDER_GAP_SIZE; // step down
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// spawn a slider
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BaseNPC* slider = new BaseNPC(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++, EntityType::BUS);
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Bus* slider = new Bus(point.x, point.y, point.z, 0, INSTANCE_OVERWORLD, 1, (*nextId)++);
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NPCManager::NPCs[slider->appearanceData.iNPC_ID] = slider;
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NPCManager::updateNPCPosition(slider->appearanceData.iNPC_ID, slider->appearanceData.iX, slider->appearanceData.iY, slider->appearanceData.iZ, INSTANCE_OVERWORLD, 0);
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Transport::NPCQueues[slider->appearanceData.iNPC_ID] = route;
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@@ -384,6 +384,7 @@ static void loadEggs(int32_t* nextId) {
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// Egg instances
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auto eggs = eggData["Eggs"];
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int eggCount = 0;
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for (auto _egg = eggs.begin(); _egg != eggs.end(); _egg++) {
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auto egg = _egg.value();
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int id = (*nextId)++;
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@@ -391,11 +392,11 @@ static void loadEggs(int32_t* nextId) {
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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Eggs::Eggs[id] = addEgg;
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eggCount++;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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}
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std::cout << "[INFO] Loaded " <<Eggs::Eggs.size()<<" eggs" <<std::endl;
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std::cout << "[INFO] Loaded " << eggCount << " eggs" <<std::endl;
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}
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catch (const std::exception& err) {
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@@ -540,7 +541,6 @@ static void loadGruntwork(int32_t *nextId) {
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Egg* addEgg = new Egg((int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, (int)egg["iType"], id, false);
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NPCManager::NPCs[id] = addEgg;
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Eggs::Eggs[id] = addEgg;
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NPCManager::updateNPCPosition(id, (int)egg["iX"], (int)egg["iY"], (int)egg["iZ"], instanceID, 0);
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RunningEggs[id] = addEgg;
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}
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@@ -1054,8 +1054,10 @@ void TableData::flush() {
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nlohmann::json egg;
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BaseNPC* npc = pair.second;
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if (Eggs::Eggs.find(pair.first) == Eggs::Eggs.end())
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if (NPCManager::NPCs.find(pair.first) == NPCManager::NPCs.end())
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continue;
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// we can trust that if it exists, it probably is indeed an egg
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egg["iX"] = npc->appearanceData.iX;
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egg["iY"] = npc->appearanceData.iY;
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egg["iZ"] = npc->appearanceData.iZ;
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