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author | Aki <please@ignore.pl> | 2024-04-01 05:16:14 +0200 |
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committer | Aki <please@ignore.pl> | 2024-04-01 05:21:16 +0200 |
commit | 3be3bfaa17773550a696ed2b756136debfe79ae2 (patch) | |
tree | db55a420e43ddaa4a72140d2795892757c1672d3 /StarsEx/Mission.h | |
parent | 0a3451f251f360267e2927d8320787d59148eadd (diff) | |
download | starshatter-3be3bfaa17773550a696ed2b756136debfe79ae2.zip starshatter-3be3bfaa17773550a696ed2b756136debfe79ae2.tar.gz starshatter-3be3bfaa17773550a696ed2b756136debfe79ae2.tar.bz2 |
Fixed date and time consistency across Campaigns and Missions
This fixes campaign mission generation mostly, but a full playthrough
will be needed. Missions now serialize and accept stardate setting a
bit better. Thanks to this, date is propagated over multiplayer, too.
This seems to break points system?
Code-wise, this does not workaround the problems from before namely
over-reliance on side-effects. Stardate class is at least one small
step into good direction. Now, it'd be nice to attach clocks to
simulation and campaign and whatever else that needs them.
Diffstat (limited to 'StarsEx/Mission.h')
-rw-r--r-- | StarsEx/Mission.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/StarsEx/Mission.h b/StarsEx/Mission.h index 5bcffa7..0b8c0a6 100644 --- a/StarsEx/Mission.h +++ b/StarsEx/Mission.h @@ -104,7 +104,7 @@ public: const char* Objective() const { return objective; } const char* Subtitles() const; int Start() const { return start; } - double Stardate() const { return stardate; } + long double Stardate() const { return stardate; } int Type() const { return type; } const char* TypeName() const { return RoleName(type); } int Team() const { return team; } @@ -174,7 +174,7 @@ protected: int type; int team; int start; - double stardate; + long double stardate; bool ok; bool active; bool complete; |