[Server] Fix variable shadowing in Player

new-script-api
David Cernat 7 years ago
parent a796f81444
commit 901fe72471

@ -219,9 +219,9 @@ unsigned short Player::getId()
return id;
}
void Player::setId(unsigned short id)
void Player::setId(unsigned short newId)
{
this->id = id;
this->id = newId;
}
bool Player::isHandshaked()
@ -477,50 +477,50 @@ bool Player::isCreatureName() const
return useCreatureName;
}
std::tuple<int, int> Player::getAttribute(unsigned short id) const
std::tuple<int, int> Player::getAttribute(unsigned short attributeId) const
{
if (id >= ESM::Attribute::Length)
if (attributeId >= ESM::Attribute::Length)
return make_tuple(0, 0);
return make_tuple(creatureStats.mAttributes[id].mBase, creatureStats.mAttributes[id].mCurrent);
return make_tuple(creatureStats.mAttributes[attributeId].mBase, creatureStats.mAttributes[attributeId].mCurrent);
}
void Player::setAttribute(unsigned short id, int base, int current)
void Player::setAttribute(unsigned short attributeId, int base, int current)
{
if (id >= ESM::Attribute::Length)
if (attributeId >= ESM::Attribute::Length)
return;
creatureStats.mAttributes[id].mBase = base;
creatureStats.mAttributes[id].mCurrent = current;
creatureStats.mAttributes[attributeId].mBase = base;
creatureStats.mAttributes[attributeId].mCurrent = current;
if (!Utils::vectorContains(&attributeChanges.attributeIndexes, id))
attributeChanges.attributeIndexes.push_back(id);
if (!Utils::vectorContains(&attributeChanges.attributeIndexes, attributeId))
attributeChanges.attributeIndexes.push_back(attributeId);
attributesChanged = true;
}
std::tuple<int, int, float> Player::getSkill(unsigned short id) const
std::tuple<int, int, float> Player::getSkill(unsigned short skillId) const
{
if (id >= ESM::Skill::Length)
if (skillId >= ESM::Skill::Length)
return make_tuple(0, 0, 0.0f);
const auto &skill = npcStats.mSkills[id];
const auto &skill = npcStats.mSkills[skillId];
return make_tuple(skill.mBase, skill.mCurrent, skill.mProgress);
}
void Player::setSkill(unsigned short id, int base, int current, float progress)
void Player::setSkill(unsigned short skillId, int base, int current, float progress)
{
if (id >= ESM::Skill::Length)
if (skillId >= ESM::Skill::Length)
return;
auto &skill = npcStats.mSkills[id];
auto &skill = npcStats.mSkills[skillId];
skill.mBase = base;
skill.mCurrent = current;
skill.mProgress = progress;
if (!Utils::vectorContains(&skillChanges.skillIndexes, id))
skillChanges.skillIndexes.push_back(id);
if (!Utils::vectorContains(&skillChanges.skillIndexes, skillId))
skillChanges.skillIndexes.push_back(skillId);
skillsChanged = true;
}

Loading…
Cancel
Save