You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Sep 3, 2022. It is now read-only.
Anytime you find yourself writing code of the form "if the object is of type T1, then do something, but if it's of type T2, then do something else," slap yourself
The text was updated successfully, but these errors were encountered:
For `GameObject`s, the `LateUpdate`, `Sync`, `OnAfterSync` and `OnReconnect` functions have been introduced.
The next step is to move the some of the function calls from `PacketNotifier` to `OnEnter/LeaveVision`, `OnSync` and `OnSpawn`.
I refactored the `HandleSpawn` class and unified the spawning of champions with the spawning of other objects, moving most of the code into the appropriate class.
Other changes:
- The `NotifyS2C_CreateHero` function now accepts an optional parameter that allows the packet to be wrapped in a vision packet when sent, similar to the `NotifySpawn` function.
- The same setting for `NotifySpawn` is now set to false by default.
- All comparisons of `userId` with `0` are reduced to the form `<=`.
From Effective C++, by Scott Meyers:
The text was updated successfully, but these errors were encountered: