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While on it I replaced the id usage in the server with the usage of the
AttributeInfo directly.
Next steps:
- Dehardcode the core attribute ids and store their
attributeinfos somewhere in AttributeManager (for now i simply
wrapped the ids with getAttributeInfo().
- Move AttributeInfo out of AttributeManager to shorten the usage + to
allow using a pointer in ModifierLocation without forward declaring
it.
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The requirement for having these definitions was relaxed in the C++11
standard. In short, they are not needed anymore for static const
integral types.
Details:
http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#454
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This was the final step to remove the hierachy with Entity on the top.
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I did not really care too much about staying consistent with the use of
static_casts to Actors since they are only temporary anyway until Actor
is a component too.
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Things done:
- Allowed to create new Attributes outside of the protected scope of Being
- Moved Monster to MonsterComponent
- Some minor cleanup in the Attribute setting code of monsters
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Well, first visible change is that everything just gets longer to read.
Reviewed-by: Yohann Ferreira
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