forked from teamnwah/openmw-tes3coop
Porting more ContainerStoreIterator usage to const version #3
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18a4b64f1a
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7fa2703715
6 changed files with 13 additions and 13 deletions
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@ -344,7 +344,7 @@ int MWDialogue::Filter::getSelectStructInteger (const SelectWrapper& select) con
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case SelectWrapper::Function_PcClothingModifier:
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case SelectWrapper::Function_PcClothingModifier:
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{
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{
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MWWorld::InventoryStore& store = player.getClass().getInventoryStore (player);
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const MWWorld::InventoryStore& store = player.getClass().getInventoryStore (player);
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int value = 0;
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int value = 0;
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@ -1194,7 +1194,7 @@ bool CharacterController::updateWeaponState()
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if(isWeapon)
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if(isWeapon)
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weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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weapSpeed = weapon->get<ESM::Weapon>()->mBase->mData.mSpeed;
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MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (mWeaponType == WeapType_Crossbow)
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if (mWeaponType == WeapType_Crossbow)
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ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt);
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ammunition = (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt);
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else if (mWeaponType == WeapType_BowAndArrow)
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else if (mWeaponType == WeapType_BowAndArrow)
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@ -1310,8 +1310,8 @@ namespace MWMechanics
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float bootWeight = 0;
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float bootWeight = 0;
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if (ptr.getClass().isNpc())
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if (ptr.getClass().isNpc())
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{
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{
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MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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const MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr);
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MWWorld::ContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
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MWWorld::ConstContainerStoreIterator it = inv.getSlot(MWWorld::InventoryStore::Slot_Boots);
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if (it != inv.end())
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if (it != inv.end())
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bootWeight = it->getClass().getWeight(*it);
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bootWeight = it->getClass().getWeight(*it);
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}
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}
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@ -259,7 +259,7 @@ namespace MWRender
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mCurrentAnimGroup = groupname;
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mCurrentAnimGroup = groupname;
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mAnimation->play(mCurrentAnimGroup, 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
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mAnimation->play(mCurrentAnimGroup, 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
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MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name() && showCarriedLeft)
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if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name() && showCarriedLeft)
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{
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{
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if(!mAnimation->getInfo("torch"))
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if(!mAnimation->getInfo("torch"))
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@ -97,15 +97,15 @@ void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
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if (!mObjectRoot)
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if (!mObjectRoot)
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return;
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return;
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MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator it = inv.getSlot(slot);
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MWWorld::ConstContainerStoreIterator it = inv.getSlot(slot);
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if (it == inv.end())
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if (it == inv.end())
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{
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{
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scene.reset();
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scene.reset();
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return;
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return;
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}
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}
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MWWorld::Ptr item = *it;
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MWWorld::ConstPtr item = *it;
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std::string bonename;
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std::string bonename;
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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@ -135,7 +135,7 @@ void CreatureWeaponAnimation::updatePart(PartHolderPtr& scene, int slot)
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item.getTypeName() == typeid(ESM::Weapon).name() &&
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item.getTypeName() == typeid(ESM::Weapon).name() &&
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item.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
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item.get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::MarksmanCrossbow)
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{
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{
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MWWorld::ContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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MWWorld::ConstContainerStoreIterator ammo = inv.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
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if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
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if (ammo != inv.end() && ammo->get<ESM::Weapon>()->mBase->mData.mType == ESM::Weapon::Bolt)
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attachArrow();
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attachArrow();
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else
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else
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@ -574,10 +574,10 @@ void NpcAnimation::updateParts()
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bool wasArrowAttached = (mAmmunition.get() != NULL);
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bool wasArrowAttached = (mAmmunition.get() != NULL);
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mAmmunition.reset();
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mAmmunition.reset();
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MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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const MWWorld::InventoryStore& inv = mPtr.getClass().getInventoryStore(mPtr);
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for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
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for(size_t i = 0;i < slotlistsize && mViewMode != VM_HeadOnly;i++)
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{
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{
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MWWorld::ContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
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MWWorld::ConstContainerStoreIterator store = inv.getSlot(slotlist[i].mSlot);
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removePartGroup(slotlist[i].mSlot);
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removePartGroup(slotlist[i].mSlot);
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@ -634,8 +634,8 @@ void NpcAnimation::updateParts()
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if(mPartPriorities[ESM::PRT_Shield] < 1)
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if(mPartPriorities[ESM::PRT_Shield] < 1)
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{
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{
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MWWorld::ContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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MWWorld::ConstContainerStoreIterator store = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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MWWorld::Ptr part;
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MWWorld::ConstPtr part;
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if(store != inv.end() && (part=*store).getTypeName() == typeid(ESM::Light).name())
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if(store != inv.end() && (part=*store).getTypeName() == typeid(ESM::Light).name())
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{
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{
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const ESM::Light *light = part.get<ESM::Light>()->mBase;
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const ESM::Light *light = part.get<ESM::Light>()->mBase;
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