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Remove redundant namespace specifiers in PlayerManager::init()
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657061083e
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@ -24,27 +24,27 @@ std::map<CNSocket*, Player*> PlayerManager::players;
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void PlayerManager::init() {
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// register packet types
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, PlayerManager::enterPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, PlayerManager::loadPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, PlayerManager::movePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, PlayerManager::stopPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, PlayerManager::jumpPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMPPAD, PlayerManager::jumppadPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LAUNCHER, PlayerManager::launchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ZIPLINE, PlayerManager::ziplinePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, PlayerManager::movePlatformPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVETRANSPORTATION, PlayerManager::moveSliderPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, PlayerManager::moveSlopePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, PlayerManager::revivePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setGMSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, PlayerManager::changePlayerGuide);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ENTER, enterPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LOADING_COMPLETE, loadPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVE, movePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_STOP, stopPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMP, jumpPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_JUMPPAD, jumppadPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_LAUNCHER, launchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ZIPLINE, ziplinePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVEPLATFORM, movePlatformPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_MOVETRANSPORTATION, moveSliderPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SLOPE, moveSlopePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, revivePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SPECIAL_STATE_SWITCH, setGMSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, exitPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, changePlayerGuide);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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