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CC: No longer rely on received parameter to be 0 (#2870)
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2ea72f835a
commit
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@ -417,6 +417,7 @@ CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
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break;
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break;
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case kEffectFillHeart:
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case kEffectFillHeart:
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effect->giEffect = new GameInteractionEffect::ModifyHealth();
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effect->giEffect = new GameInteractionEffect::ModifyHealth();
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effect->giEffect->parameters[0] = receivedParameter;
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break;
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break;
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case kEffectKnockbackLinkWeak:
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case kEffectKnockbackLinkWeak:
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effect->giEffect = new GameInteractionEffect::KnockbackPlayer();
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effect->giEffect = new GameInteractionEffect::KnockbackPlayer();
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@ -454,6 +455,7 @@ CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
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break;
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break;
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case kEffectAddRupees:
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case kEffectAddRupees:
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effect->giEffect = new GameInteractionEffect::ModifyRupees();
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effect->giEffect = new GameInteractionEffect::ModifyRupees();
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effect->giEffect->parameters[0] = receivedParameter;
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break;
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break;
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case kEffectGiveDekuShield:
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case kEffectGiveDekuShield:
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effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
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effect->giEffect = new GameInteractionEffect::GiveOrTakeShield();
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@ -465,26 +467,32 @@ CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
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break;
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break;
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case kEffectRefillSticks:
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case kEffectRefillSticks:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_STICK;
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effect->giEffect->parameters[1] = ITEM_STICK;
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break;
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break;
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case kEffectRefillNuts:
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case kEffectRefillNuts:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_NUT;
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effect->giEffect->parameters[1] = ITEM_NUT;
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break;
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break;
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case kEffectRefillBombs:
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case kEffectRefillBombs:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_BOMB;
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effect->giEffect->parameters[1] = ITEM_BOMB;
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break;
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break;
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case kEffectRefillSeeds:
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case kEffectRefillSeeds:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_SLINGSHOT;
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effect->giEffect->parameters[1] = ITEM_SLINGSHOT;
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break;
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break;
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case kEffectRefillArrows:
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case kEffectRefillArrows:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_BOW;
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effect->giEffect->parameters[1] = ITEM_BOW;
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break;
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break;
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case kEffectRefillBombchus:
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case kEffectRefillBombchus:
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect = new GameInteractionEffect::AddOrTakeAmmo();
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effect->giEffect->parameters[0] = receivedParameter;
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effect->giEffect->parameters[1] = ITEM_BOMBCHU;
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effect->giEffect->parameters[1] = ITEM_BOMBCHU;
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break;
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break;
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@ -811,16 +819,6 @@ CrowdControl::Effect* CrowdControl::ParseMessage(char payload[512]) {
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break;
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break;
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}
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}
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// If no value is specifically set, default to using whatever CC sends us.
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// Values are used for various things depending on the effect, but they
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// usually represent the "amount" of an effect. Amount of hearts healed,
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// strength of knockback, etc.
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if (effect->giEffect != NULL) {
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if (!effect->giEffect->parameters[0]) {
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effect->giEffect->parameters[0] = receivedParameter;
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}
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}
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return effect;
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return effect;
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}
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}
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