use area instead of floor during map construction
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+5
-3
@@ -53,9 +53,11 @@ struct ProxySession {
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std::shared_ptr<std::string> quest_dat_data;
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std::shared_ptr<ItemCreator> item_creator;
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std::shared_ptr<MapState> map_state;
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// TODO: Be less lazy and track item IDs correctly in proxy games. (Then
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// change this to use the actual client's next item ID, not this hardcoded
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// default.)
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std::shared_ptr<const std::string> last_bin_contents;
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std::shared_ptr<const std::string> last_dat_contents;
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// Note: We intentionally don't use the client's item ID space because the
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// client may create items at the same time as the proxy, so server/client
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// state could go out of sync
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uint32_t next_item_id = 0x44000000;
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struct PersistentConfig {
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