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Refactor all state changes as events #225
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cxong
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Mar 3, 2014
Refactor net input utility functions Add game start event (#225)
cxong
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Mar 15, 2014
Add id to MobileObject to destroy by id
cxong
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Mar 16, 2014
Refactor handling of game events into own source
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Apr 12, 2014
Need another refactor: all actors in the game identifiable by ID |
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Apr 13, 2014
cxong
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Apr 13, 2014
Actors referenced by index and recycled
cxong
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Apr 17, 2014
Reuse array elements for fast item access Items can no longer be referred to from pointers, only using integer IDs which are also array indices. This also means changing tile things to arrays. Add CArrayReserve Optimise CArrayDelete using memmove Fix memory leak with AStar path Fix high scores not displayed when playing last level Fix some other memory leaks
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May 22, 2014
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May 24, 2014
cxong
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Jun 21, 2015
Fix pickup objective and ammo sounds (#36)
A lot of state changes have been eventified, but only the ones that are server-authoritative need to be. The rest can be entirely client-controlled for responsiveness. |
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A prerequisite for #36
List of events:
Everything on CommandActor:
last CMDIn UpdateMobileObjects:
Triggers:
Other:
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