diff --git a/SPID/include/PCLevelMultManager.h b/SPID/include/PCLevelMultManager.h index 41ec098..e4ed7ad 100644 --- a/SPID/include/PCLevelMultManager.h +++ b/SPID/include/PCLevelMultManager.h @@ -39,7 +39,6 @@ namespace PCLevelMult void SetNewGameStarted(); private: - enum class LEVEL_CAP_STATE { kNotHit = 0, diff --git a/SPID/src/OutfitManager.cpp b/SPID/src/OutfitManager.cpp index f5e1644..a519d61 100644 --- a/SPID/src/OutfitManager.cpp +++ b/SPID/src/OutfitManager.cpp @@ -203,7 +203,7 @@ namespace Outfits #ifndef NDEBUG logger::info("{:*^30}", "SAVING"); #endif - auto manager = Manager::GetSingleton(); + auto manager = Manager::GetSingleton(); ReadLocker lock(manager->_lock); const auto& replacements = manager->replacements; #ifndef NDEBUG @@ -370,12 +370,12 @@ namespace Outfits #ifndef NDEBUG logger::info("\tFound existing replacement {}", existing->second); #endif - // If we have an existing replacement and actor is already dead, + // If we have an existing replacement and actor is already dead, // then we don't want to set new outfit to avoid sudden changes that player might not expect. - // But only if the outfit was already given to them. + // But only if the outfit was already given to them. // This will allow to apply initial outfit to the dead actor in case new mod was added or something. - // - // TODO: Consider tracking looting state of the outfit? + // + // TODO: Consider tracking looting state of the outfit? // e.g. if an actor still wears all parts of the outfit, then allow to change it. // This might be unexpected, since dead NPCs are supposed to have their outfit locked. if (actor->IsDead()) {