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Refactor Game class (part 2) (#5422)
* showPauseMenu is now part of game * remove many flags parameters passed to game functions, use the member. * rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM * updatePointedThing: remove pointer ref, we already have the pointer in rundata * move some attributes outside of VolatileRunFlags after renaming, to game class * rename statustext to m_statustext * make some const variables static * All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags * Expose GameUIFlags to client * Client now have GameUIFlags parameter and setters for other classes * Fix minimap show/hide in Lua because we now have access to the real flag
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2e3778ec0c
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6 changed files with 285 additions and 266 deletions
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@ -118,21 +118,31 @@ int LuaMinimap::l_toggle_shape(lua_State *L)
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int LuaMinimap::l_show(lua_State *L)
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{
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Client *client = getClient(L);
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assert(client);
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LuaMinimap *ref = checkobject(L, 1);
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Minimap *m = getobject(ref);
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if (m->getMinimapMode() == MINIMAP_MODE_OFF)
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m->setMinimapMode(MINIMAP_MODE_SURFACEx1);
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client->showMinimap(true);
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return 1;
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}
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int LuaMinimap::l_hide(lua_State *L)
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{
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Client *client = getClient(L);
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assert(client);
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LuaMinimap *ref = checkobject(L, 1);
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Minimap *m = getobject(ref);
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if (m->getMinimapMode() != MINIMAP_MODE_OFF)
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m->setMinimapMode(MINIMAP_MODE_OFF);
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client->showMinimap(false);
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return 1;
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}
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