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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/StarSystem.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/StarSystem.h')
-rw-r--r-- | StarsEx/StarSystem.h | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/StarsEx/StarSystem.h b/StarsEx/StarSystem.h index bdd37ec..6770f4a 100644 --- a/StarsEx/StarSystem.h +++ b/StarsEx/StarSystem.h @@ -78,10 +78,6 @@ public: void SetActiveRegion(OrbitalRegion* rgn); - static void SetBaseTime(long double t, bool absolute=false); - static long double GetBaseTime(); - static long double Stardate() { return stardate; } - static void CalcStardate(); double Radius() const { return radius; } void SetSunlight(Color color, double brightness=1); @@ -109,7 +105,6 @@ protected: int affiliation; int seq; Point loc; - static long double stardate; double radius; bool instantiated; |