forked from teamnwah/openmw-tes3coop
Change all instances of skill/attribute values to use an appropriate typedef.
This commit is contained in:
parent
623cdef69f
commit
32ff3b530c
18 changed files with 59 additions and 56 deletions
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@ -137,8 +137,8 @@ namespace MWBase
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virtual void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount) = 0;
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/// Set value for the given ID.
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virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value) = 0;
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virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value) = 0;
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virtual void setValue (const std::string& id, const MWMechanics::AttributeValue& value) = 0;
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virtual void setValue (int parSkill, const MWMechanics::SkillValue& value) = 0;
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virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value) = 0;
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virtual void setValue (const std::string& id, const std::string& value) = 0;
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virtual void setValue (const std::string& id, int value) = 0;
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@ -236,8 +236,8 @@ namespace MWBase
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virtual void onFrame (float frameDuration) = 0;
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/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
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virtual std::map<int, MWMechanics::Stat<float> > getPlayerSkillValues() = 0;
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virtual std::map<int, MWMechanics::Stat<int> > getPlayerAttributeValues() = 0;
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virtual std::map<int, MWMechanics::SkillValue > getPlayerSkillValues() = 0;
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virtual std::map<int, MWMechanics::AttributeValue > getPlayerAttributeValues() = 0;
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virtual SkillList getPlayerMinorSkills() = 0;
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virtual SkillList getPlayerMajorSkills() = 0;
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@ -75,7 +75,7 @@ namespace MWGui
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mGenerateClassSpecializations[2] = 0;
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}
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void CharacterCreation::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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void CharacterCreation::setValue (const std::string& id, const MWMechanics::AttributeValue& value)
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{
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if (mReviewDialog)
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{
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@ -113,7 +113,7 @@ namespace MWGui
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}
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}
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void CharacterCreation::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
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void CharacterCreation::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
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{
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if (mReviewDialog)
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mReviewDialog->setSkillValue(parSkill, value);
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@ -229,8 +229,8 @@ namespace MWGui
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}
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{
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std::map<int, MWMechanics::Stat<int> > attributes = MWBase::Environment::get().getWindowManager()->getPlayerAttributeValues();
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for (std::map<int, MWMechanics::Stat<int> >::iterator it = attributes.begin();
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std::map<int, MWMechanics::AttributeValue > attributes = MWBase::Environment::get().getWindowManager()->getPlayerAttributeValues();
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for (std::map<int, MWMechanics::AttributeValue >::iterator it = attributes.begin();
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it != attributes.end(); ++it)
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{
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mReviewDialog->setAttribute(static_cast<ESM::Attribute::AttributeID> (it->first), it->second);
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@ -238,8 +238,8 @@ namespace MWGui
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}
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{
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std::map<int, MWMechanics::Stat<float> > skills = MWBase::Environment::get().getWindowManager()->getPlayerSkillValues();
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for (std::map<int, MWMechanics::Stat<float> >::iterator it = skills.begin();
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std::map<int, MWMechanics::SkillValue > skills = MWBase::Environment::get().getWindowManager()->getPlayerSkillValues();
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for (std::map<int, MWMechanics::SkillValue >::iterator it = skills.begin();
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it != skills.end(); ++it)
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{
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mReviewDialog->setSkillValue(static_cast<ESM::Skill::SkillEnum> (it->first), it->second);
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@ -31,9 +31,9 @@ namespace MWGui
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//Show a dialog
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void spawnDialog(const char id);
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void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
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void setValue (const std::string& id, const MWMechanics::AttributeValue& value);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
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void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
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void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value);
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void configureSkills (const SkillList& major, const SkillList& minor);
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void doRenderUpdate();
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@ -166,7 +166,7 @@ namespace MWGui
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// increase attributes
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for (int i=0; i<3; ++i)
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{
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MWMechanics::Stat<int> attribute = creatureStats.getAttribute(mSpentAttributes[i]);
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MWMechanics::AttributeValue attribute = creatureStats.getAttribute(mSpentAttributes[i]);
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attribute.setBase (attribute.getBase () + pcStats.getLevelupAttributeMultiplier (mSpentAttributes[i]));
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if (attribute.getBase() >= 100)
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@ -74,7 +74,7 @@ namespace MWGui
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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mSkillValues.insert(std::make_pair(i, MWMechanics::Stat<float>()));
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mSkillValues.insert(std::make_pair(i, MWMechanics::SkillValue()));
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mSkillWidgetMap.insert(std::make_pair(i, static_cast<MyGUI::TextBox*> (0)));
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}
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@ -152,7 +152,7 @@ namespace MWGui
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mFatigue->setUserString("Caption_HealthDescription", "#{sFatDesc}\n" + valStr);
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}
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void ReviewDialog::setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::Stat<int>& value)
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void ReviewDialog::setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::AttributeValue& value)
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{
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std::map<int, Widgets::MWAttributePtr>::iterator attr = mAttributeWidgets.find(static_cast<int>(attributeId));
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if (attr == mAttributeWidgets.end())
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@ -161,7 +161,7 @@ namespace MWGui
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attr->second->setAttributeValue(value);
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}
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void ReviewDialog::setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat<float>& value)
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void ReviewDialog::setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::SkillValue& value)
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{
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mSkillValues[skillId] = value;
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MyGUI::TextBox* widget = mSkillWidgetMap[skillId];
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@ -279,7 +279,7 @@ namespace MWGui
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continue;
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assert(skillId >= 0 && skillId < ESM::Skill::Length);
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const std::string &skillNameId = ESM::Skill::sSkillNameIds[skillId];
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const MWMechanics::Stat<float> &stat = mSkillValues.find(skillId)->second;
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const MWMechanics::SkillValue &stat = mSkillValues.find(skillId)->second;
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float base = stat.getBase();
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float modified = stat.getModified();
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@ -38,10 +38,10 @@ namespace MWGui
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void setMagicka(const MWMechanics::DynamicStat<float>& value);
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void setFatigue(const MWMechanics::DynamicStat<float>& value);
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void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::Stat<int>& value);
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void setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::AttributeValue& value);
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void configureSkills(const SkillList& major, const SkillList& minor);
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void setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::Stat<float>& value);
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void setSkillValue(ESM::Skill::SkillEnum skillId, const MWMechanics::SkillValue& value);
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virtual void open();
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@ -85,7 +85,7 @@ namespace MWGui
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std::map<int, Widgets::MWAttributePtr> mAttributeWidgets;
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SkillList mMajorSkills, mMinorSkills, mMiscSkills;
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std::map<int, MWMechanics::Stat<float> > mSkillValues;
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std::map<int, MWMechanics::SkillValue > mSkillValues;
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std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
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std::string mName, mRaceId, mBirthSignId;
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ESM::Class mKlass;
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@ -61,7 +61,7 @@ namespace MWGui
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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mSkillValues.insert(std::pair<int, MWMechanics::Stat<float> >(i, MWMechanics::Stat<float>()));
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mSkillValues.insert(std::pair<int, MWMechanics::SkillValue >(i, MWMechanics::SkillValue()));
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mSkillWidgetMap.insert(std::pair<int, MyGUI::TextBox*>(i, (MyGUI::TextBox*)NULL));
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}
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@ -102,7 +102,7 @@ namespace MWGui
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adjustWindowCaption();
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}
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void StatsWindow::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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void StatsWindow::setValue (const std::string& id, const MWMechanics::AttributeValue& value)
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{
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static const char *ids[] =
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{
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@ -179,7 +179,7 @@ namespace MWGui
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}
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}
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void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value)
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void StatsWindow::setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value)
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{
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mSkillValues[parSkill] = value;
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MyGUI::TextBox* widget = mSkillWidgetMap[(int)parSkill];
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@ -358,7 +358,7 @@ namespace MWGui
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continue;
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assert(skillId >= 0 && skillId < ESM::Skill::Length);
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const std::string &skillNameId = ESM::Skill::sSkillNameIds[skillId];
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const MWMechanics::Stat<float> &stat = mSkillValues.find(skillId)->second;
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const MWMechanics::SkillValue &stat = mSkillValues.find(skillId)->second;
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float base = stat.getBase();
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float modified = stat.getModified();
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int progressPercent = (modified - float(static_cast<int>(modified))) * 100;
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@ -26,11 +26,11 @@ namespace MWGui
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void setPlayerName(const std::string& playerName);
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/// Set value for the given ID.
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void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
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void setValue (const std::string& id, const MWMechanics::AttributeValue& value);
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void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
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void setValue (const std::string& id, const std::string& value);
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void setValue (const std::string& id, int value);
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void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::Stat<float>& value);
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void setValue(const ESM::Skill::SkillEnum parSkill, const MWMechanics::SkillValue& value);
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void configureSkills (const SkillList& major, const SkillList& minor);
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void setReputation (int reputation) { if (reputation != mReputation) mChanged = true; this->mReputation = reputation; }
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@ -61,7 +61,7 @@ namespace MWGui
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MyGUI::ScrollView* mSkillView;
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SkillList mMajorSkills, mMinorSkills, mMiscSkills;
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std::map<int, MWMechanics::Stat<float> > mSkillValues;
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std::map<int, MWMechanics::SkillValue > mSkillValues;
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std::map<int, MyGUI::TextBox*> mSkillWidgetMap;
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std::map<std::string, MyGUI::Widget*> mFactionWidgetMap;
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FactionList mFactions; ///< Stores a list of factions and the current rank
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@ -133,7 +133,7 @@ namespace MWGui
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public:
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MWAttribute();
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typedef MWMechanics::Stat<int> AttributeValue;
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typedef MWMechanics::AttributeValue AttributeValue;
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void setAttributeId(int attributeId);
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void setAttributeValue(const AttributeValue& value);
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@ -249,12 +249,12 @@ namespace MWGui
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// Setup player stats
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for (int i = 0; i < ESM::Attribute::Length; ++i)
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{
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mPlayerAttributes.insert(std::make_pair(ESM::Attribute::sAttributeIds[i], MWMechanics::Stat<int>()));
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mPlayerAttributes.insert(std::make_pair(ESM::Attribute::sAttributeIds[i], MWMechanics::AttributeValue()));
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}
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for (int i = 0; i < ESM::Skill::Length; ++i)
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{
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mPlayerSkillValues.insert(std::make_pair(ESM::Skill::sSkillIds[i], MWMechanics::Stat<float>()));
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mPlayerSkillValues.insert(std::make_pair(ESM::Skill::sSkillIds[i], MWMechanics::SkillValue()));
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}
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// Set up visibility
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@ -544,7 +544,7 @@ namespace MWGui
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}
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}
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void WindowManager::setValue (const std::string& id, const MWMechanics::Stat<int>& value)
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void WindowManager::setValue (const std::string& id, const MWMechanics::AttributeValue& value)
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{
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mStatsWindow->setValue (id, value);
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mCharGen->setValue(id, value);
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@ -575,7 +575,7 @@ namespace MWGui
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}
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void WindowManager::setValue (int parSkill, const MWMechanics::Stat<float>& value)
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void WindowManager::setValue (int parSkill, const MWMechanics::SkillValue& value)
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{
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/// \todo Don't use the skill enum as a parameter type (we will have to drop it anyway, once we
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/// allow custom skills.
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@ -1178,12 +1178,12 @@ namespace MWGui
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return mGuiModes.back();
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}
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std::map<int, MWMechanics::Stat<float> > WindowManager::getPlayerSkillValues()
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std::map<int, MWMechanics::SkillValue > WindowManager::getPlayerSkillValues()
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{
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return mPlayerSkillValues;
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}
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std::map<int, MWMechanics::Stat<int> > WindowManager::getPlayerAttributeValues()
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std::map<int, MWMechanics::AttributeValue > WindowManager::getPlayerAttributeValues()
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{
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return mPlayerAttributes;
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}
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@ -152,8 +152,8 @@ namespace MWGui
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virtual void wmUpdateFps(float fps, unsigned int triangleCount, unsigned int batchCount);
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///< Set value for the given ID.
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virtual void setValue (const std::string& id, const MWMechanics::Stat<int>& value);
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virtual void setValue (int parSkill, const MWMechanics::Stat<float>& value);
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virtual void setValue (const std::string& id, const MWMechanics::AttributeValue& value);
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virtual void setValue (int parSkill, const MWMechanics::SkillValue& value);
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virtual void setValue (const std::string& id, const MWMechanics::DynamicStat<float>& value);
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virtual void setValue (const std::string& id, const std::string& value);
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virtual void setValue (const std::string& id, int value);
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virtual void onFrame (float frameDuration);
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/// \todo get rid of this stuff. Move it to the respective UI element classes, if needed.
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virtual std::map<int, MWMechanics::Stat<float> > getPlayerSkillValues();
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virtual std::map<int, MWMechanics::Stat<int> > getPlayerAttributeValues();
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virtual std::map<int, MWMechanics::SkillValue > getPlayerSkillValues();
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virtual std::map<int, MWMechanics::AttributeValue > getPlayerAttributeValues();
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virtual SkillList getPlayerMinorSkills();
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virtual SkillList getPlayerMajorSkills();
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// Various stats about player as needed by window manager
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std::string mPlayerName;
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std::string mPlayerRaceId;
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std::map<int, MWMechanics::Stat<int> > mPlayerAttributes;
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std::map<int, MWMechanics::AttributeValue > mPlayerAttributes;
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SkillList mPlayerMajorSkills, mPlayerMinorSkills;
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std::map<int, MWMechanics::Stat<float> > mPlayerSkillValues;
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std::map<int, MWMechanics::SkillValue > mPlayerSkillValues;
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MyGUI::Gui *mGui; // Gui
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std::vector<GuiMode> mGuiModes;
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@ -317,7 +317,7 @@ namespace MWMechanics
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// attributes
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for(int i = 0;i < ESM::Attribute::Length;++i)
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{
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Stat<int> stat = creatureStats.getAttribute(i);
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AttributeValue stat = creatureStats.getAttribute(i);
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stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).mMagnitude -
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effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).mMagnitude -
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effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).mMagnitude);
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@ -74,7 +74,7 @@ namespace MWMechanics
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- gmst.find ("fFatigueMult")->getFloat() * (1-normalised);
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}
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const Stat<int> &CreatureStats::getAttribute(int index) const
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const AttributeValue &CreatureStats::getAttribute(int index) const
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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@ -158,20 +158,20 @@ namespace MWMechanics
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void CreatureStats::setAttribute(int index, int base)
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{
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MWMechanics::Stat<int> current = getAttribute(index);
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AttributeValue current = getAttribute(index);
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current.setBase(base);
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setAttribute(index, current);
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}
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void CreatureStats::setAttribute(int index, const Stat<int> &value)
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void CreatureStats::setAttribute(int index, const AttributeValue &value)
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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const Stat<int>& currentValue = !mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index];
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const AttributeValue& currentValue = !mIsWerewolf ? mAttributes[index] : mWerewolfAttributes[index];
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if (value.getModified() != currentValue.getModified())
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if (value != currentValue)
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{
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if (index != ESM::Attribute::Luck
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&& index != ESM::Attribute::Personality
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@ -18,7 +18,7 @@ namespace MWMechanics
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///
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class CreatureStats
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{
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Stat<int> mAttributes[8];
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AttributeValue mAttributes[8];
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DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
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int mLevel;
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Spells mSpells;
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@ -49,7 +49,7 @@ namespace MWMechanics
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protected:
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bool mIsWerewolf;
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Stat<int> mWerewolfAttributes[8];
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AttributeValue mWerewolfAttributes[8];
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public:
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CreatureStats();
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@ -65,7 +65,7 @@ namespace MWMechanics
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bool canUsePower (const std::string& power) const;
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void usePower (const std::string& power);
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const Stat<int> & getAttribute(int index) const;
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const AttributeValue & getAttribute(int index) const;
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const DynamicStat<float> & getHealth() const;
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@ -94,7 +94,7 @@ namespace MWMechanics
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MagicEffects & getMagicEffects();
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void setAttribute(int index, const Stat<int> &value);
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void setAttribute(int index, const AttributeValue &value);
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// Shortcut to set only the base
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void setAttribute(int index, int base);
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@ -84,7 +84,7 @@ void MWMechanics::NpcStats::setMovementFlag (Flag flag, bool state)
|
|||
mMovementFlags &= ~flag;
|
||||
}
|
||||
|
||||
const MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index) const
|
||||
const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index) const
|
||||
{
|
||||
if (index<0 || index>=ESM::Skill::Length)
|
||||
throw std::runtime_error ("skill index out of range");
|
||||
|
@ -92,7 +92,7 @@ const MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index) cons
|
|||
return (!mIsWerewolf ? mSkill[index] : mWerewolfSkill[index]);
|
||||
}
|
||||
|
||||
MWMechanics::Stat<float>& MWMechanics::NpcStats::getSkill (int index)
|
||||
MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill (int index)
|
||||
{
|
||||
if (index<0 || index>=ESM::Skill::Length)
|
||||
throw std::runtime_error ("skill index out of range");
|
||||
|
|
|
@ -94,8 +94,8 @@ namespace MWMechanics
|
|||
|
||||
void setMovementFlag (Flag flag, bool state);
|
||||
|
||||
const Stat<float>& getSkill (int index) const;
|
||||
Stat<float>& getSkill (int index);
|
||||
const SkillValue& getSkill (int index) const;
|
||||
SkillValue& getSkill (int index);
|
||||
|
||||
const std::map<std::string, int>& getFactionRanks() const;
|
||||
std::map<std::string, int>& getFactionRanks();
|
||||
|
|
|
@ -205,6 +205,9 @@ namespace MWMechanics
|
|||
{
|
||||
return !(left==right);
|
||||
}
|
||||
|
||||
typedef Stat<int> AttributeValue;
|
||||
typedef Stat<float> SkillValue;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -124,7 +124,7 @@ namespace MWScript
|
|||
Interpreter::Type_Integer value = runtime[0].mInteger;
|
||||
runtime.pop();
|
||||
|
||||
MWMechanics::Stat<int> attribute = ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex);
|
||||
MWMechanics::AttributeValue attribute = ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex);
|
||||
attribute.setModified (value, 0);
|
||||
ptr.getClass().getCreatureStats(ptr).setAttribute(mIndex, attribute);
|
||||
}
|
||||
|
@ -146,7 +146,7 @@ namespace MWScript
|
|||
Interpreter::Type_Integer value = runtime[0].mInteger;
|
||||
runtime.pop();
|
||||
|
||||
MWMechanics::Stat<int> attribute = MWWorld::Class::get(ptr)
|
||||
MWMechanics::AttributeValue attribute = MWWorld::Class::get(ptr)
|
||||
.getCreatureStats(ptr)
|
||||
.getAttribute(mIndex);
|
||||
|
||||
|
|
Loading…
Reference in a new issue