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[refactor] Mark all internal functions static
All packet handlers and helper functions that are only used in the source file they're declared in have been taken out of the namespaces in the corresponding header files, have been marked static, and have been reordered to avoid the need for declarations at the top of each source file. Each source file now contains a "using namespace" directive so that the static functions don't need to prefix the source file's symbols with their namespace. All redundant namespace prefixes found have been removed. An unused nano power resetting function in NanoManager has been removed.
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@@ -23,25 +23,8 @@ namespace Combat {
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extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
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void init();
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void playerTick(CNServer*, time_t);
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void pcAttackNpcs(CNSocket *sock, CNPacketData *data);
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void combatBegin(CNSocket *sock, CNPacketData *data);
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void combatEnd(CNSocket *sock, CNPacketData *data);
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void dotDamageOnOff(CNSocket *sock, CNPacketData *data);
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void dealGooDamage(CNSocket *sock, int amount);
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void npcAttackPc(Mob *mob, time_t currTime);
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int hitMob(CNSocket *sock, Mob *mob, int damage);
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void killMob(CNSocket *sock, Mob *mob);
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std::pair<int,int> lerp(int, int, int, int, int);
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std::pair<int,int> getDamage(int, int, bool, bool, int, int, int);
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void pcAttackChars(CNSocket *sock, CNPacketData *data);
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void grenadeFire(CNSocket* sock, CNPacketData* data);
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void rocketFire(CNSocket* sock, CNPacketData* data);
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void projectileHit(CNSocket* sock, CNPacketData* data);
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/// returns bullet id
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int8_t addBullet(Player* plr, bool isGrenade);
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}
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