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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/Player.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/Player.h')
-rw-r--r-- | StarsEx/Player.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/StarsEx/Player.h b/StarsEx/Player.h index c0a9b6c..62e8700 100644 --- a/StarsEx/Player.h +++ b/StarsEx/Player.h @@ -116,8 +116,8 @@ public: Text EncodeStats(); void DecodeStats(const char* stats); - int GetMissionPoints(ShipStats* stats, std::uint32_t start_time); - void ProcessStats(ShipStats* stats, std::uint32_t start_time); + int GetMissionPoints(ShipStats* stats, std::int_fast32_t flight_time_); + void ProcessStats(ShipStats* stats, std::int_fast32_t flight_time_); bool EarnedAward(AwardInfo* a, ShipStats* s); static const char* RankName(int rank); |