[Client] Rename methods to make their purpose clearer

0.6.1
David Cernat 8 years ago
parent 6da6c4e62d
commit 0ccbe70e61

@ -1593,15 +1593,15 @@ void CharacterController::update(float duration)
Keep track of LocalActor and DedicatedActor objects so as to reuse them
*/
bool hasLocalActorRecord = mwmp::Main::get().getCellController()->hasLocalActorRecord(mPtr);
bool hasDedicatedActorRecord = mwmp::Main::get().getCellController()->hasDedicatedActorRecord(mPtr);
bool isLocalActor = mwmp::Main::get().getCellController()->isLocalActor(mPtr);
bool isDedicatedActor = mwmp::Main::get().getCellController()->isDedicatedActor(mPtr);
mwmp::LocalActor *localActor = nullptr;
mwmp::DedicatedActor *dedicatedActor = nullptr;
if (hasLocalActorRecord)
if (isLocalActor)
localActor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
if (hasDedicatedActorRecord)
if (isDedicatedActor)
dedicatedActor = mwmp::Main::get().getCellController()->getDedicatedActor(mPtr);
/*
End of tes3mp addition
@ -1898,7 +1898,7 @@ void CharacterController::update(float duration)
Save or load animation states for this actor, depending on whether it's a local
or dedicated one
*/
if (hasLocalActorRecord)
if (isLocalActor)
{
localActor->hasAnimStates = true;
localActor->animStates.idlestate = idlestate;
@ -1906,7 +1906,7 @@ void CharacterController::update(float duration)
localActor->animStates.jumpstate = jumpstate;
localActor->animStates.forcestateupdate = forcestateupdate;
}
else if (hasDedicatedActorRecord)
else if (isDedicatedActor)
{
if (dedicatedActor->hasAnimStates)
{
@ -2016,14 +2016,14 @@ void CharacterController::update(float duration)
Save or load movement velocity based on whether this is a local or dedicated actor
*/
if (hasLocalActorRecord)
if (isLocalActor)
{
localActor->hasMovement = true;
localActor->movement.x = moved.x();
localActor->movement.y = moved.y();
localActor->movement.z = moved.z();
}
else if (hasDedicatedActorRecord)
else if (isDedicatedActor)
{
if (dedicatedActor->hasMovement)
moved = osg::Vec3f(dedicatedActor->movement.x, dedicatedActor->movement.y, dedicatedActor->movement.z);
@ -2166,7 +2166,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
If we are the cell authority over this actor, we need to record this new
animation for it
*/
if (mwmp::Main::get().getCellController()->hasLocalActorRecord(mPtr))
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::LocalActor *actor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
actor->hasAnimation = true;
@ -2459,13 +2459,13 @@ void CharacterController::updateHeadTracking(float duration)
Save or load head pitch and yaw depending on whether this is a local or dedicated actor
*/
if (mwmp::Main::get().getCellController()->hasLocalActorRecord(mPtr))
if (mwmp::Main::get().getCellController()->isLocalActor(mPtr))
{
mwmp::LocalActor *localActor = mwmp::Main::get().getCellController()->getLocalActor(mPtr);
localActor->headPitch = xAngleRadians;
localActor->headYaw = zAngleRadians;
}
else if (mwmp::Main::get().getCellController()->hasDedicatedActorRecord(mPtr))
else if (mwmp::Main::get().getCellController()->isDedicatedActor(mPtr))
{
mwmp::DedicatedActor *dedicatedActor = mwmp::Main::get().getCellController()->getDedicatedActor(mPtr);

@ -112,7 +112,7 @@ void CellController::removeLocalActorRecord(std::string actorIndex)
localActorsToCells.erase(actorIndex);
}
bool CellController::hasLocalActorRecord(MWWorld::Ptr ptr)
bool CellController::isLocalActor(MWWorld::Ptr ptr)
{
std::string mapIndex = generateMapIndex(ptr);
@ -137,7 +137,7 @@ void CellController::removeDedicatedActorRecord(std::string actorIndex)
dedicatedActorsToCells.erase(actorIndex);
}
bool CellController::hasDedicatedActorRecord(MWWorld::Ptr ptr)
bool CellController::isDedicatedActor(MWWorld::Ptr ptr)
{
std::string mapIndex = generateMapIndex(ptr);

@ -25,12 +25,12 @@ namespace mwmp
void setLocalActorRecord(std::string actorIndex, std::string cellIndex);
void removeLocalActorRecord(std::string actorIndex);
bool hasLocalActorRecord(MWWorld::Ptr ptr);
bool isLocalActor(MWWorld::Ptr ptr);
virtual LocalActor *getLocalActor(MWWorld::Ptr ptr);
void setDedicatedActorRecord(std::string actorIndex, std::string cellIndex);
void removeDedicatedActorRecord(std::string actorIndex);
bool hasDedicatedActorRecord(MWWorld::Ptr ptr);
bool isDedicatedActor(MWWorld::Ptr ptr);
virtual DedicatedActor *getDedicatedActor(MWWorld::Ptr ptr);
std::string generateMapIndex(MWWorld::Ptr ptr);

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