[Client] Use clearer var names in LocalPlayer::updateDrawStateAndFlags()

0.6.1
David Cernat 8 years ago
parent 10ad5b2a99
commit 9c731990a9

@ -583,15 +583,15 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
MWMechanics::NpcStats ptrNpcStats = player.getClass().getNpcStats(player); MWMechanics::NpcStats ptrNpcStats = player.getClass().getNpcStats(player);
using namespace MWMechanics; using namespace MWMechanics;
static bool oldRun = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run); static bool wasRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
static bool oldSneak = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak); static bool wasSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
static bool oldForceJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump); static bool wasForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
static bool oldForceMoveJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump); static bool wasForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
bool run = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run); bool isRunning = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Run);
bool sneak = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak); bool isSneaking = ptrNpcStats.getMovementFlag(CreatureStats::Flag_Sneak);
bool forceJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump); bool isForceJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceJump);
bool forceMoveJump = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump); bool isForceMoveJumping = ptrNpcStats.getMovementFlag(CreatureStats::Flag_ForceMoveJump);
isFlying = world->isFlying(player); isFlying = world->isFlying(player);
bool isJumping = !world->isOnGround(player) && !isFlying; bool isJumping = !world->isOnGround(player) && !isFlying;
@ -601,44 +601,45 @@ void LocalPlayer::updateDrawStateAndFlags(bool forceUpdate)
static bool wasJumping = false; static bool wasJumping = false;
static bool wasFlying = false; static bool wasFlying = false;
MWMechanics::DrawState_ state = player.getClass().getNpcStats(player).getDrawState(); MWMechanics::DrawState_ currentDrawState = player.getClass().getNpcStats(player).getDrawState();
static MWMechanics::DrawState_ oldState = player.getClass().getNpcStats(player).getDrawState(); static MWMechanics::DrawState_ lastDrawState = player.getClass().getNpcStats(player).getDrawState();
if (oldRun != run if (wasRunning != isRunning
|| oldSneak != sneak || oldForceJump != forceJump || wasSneaking != isSneaking || wasForceJumping != isForceJumping
|| oldForceMoveJump != forceMoveJump || oldState != state || wasForceMoveJumping != isForceMoveJumping || lastDrawState != currentDrawState
|| wasJumping || isJumping || wasFlying || isFlying || wasJumping || isJumping || wasFlying || isFlying
|| forceUpdate) || forceUpdate)
{ {
oldSneak = sneak; wasSneaking = isSneaking;
oldRun = run; wasRunning = isRunning;
oldForceJump = forceJump; wasForceJumping = isForceJumping;
oldForceMoveJump = forceMoveJump; wasForceMoveJumping = isForceMoveJumping;
oldState = state; lastDrawState = currentDrawState;
wasFlying = isFlying; wasFlying = isFlying;
wasJumping = isJumping; wasJumping = isJumping;
movementFlags = 0; movementFlags = 0;
#define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag) #define __SETFLAG(flag, value) (value) ? (movementFlags | flag) : (movementFlags & ~flag)
movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, sneak); movementFlags = __SETFLAG(CreatureStats::Flag_Sneak, isSneaking);
movementFlags = __SETFLAG(CreatureStats::Flag_Run, run); movementFlags = __SETFLAG(CreatureStats::Flag_Run, isRunning);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, forceJump); movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isForceJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping); movementFlags = __SETFLAG(CreatureStats::Flag_ForceJump, isJumping);
movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, forceMoveJump); movementFlags = __SETFLAG(CreatureStats::Flag_ForceMoveJump, isForceMoveJumping);
#undef __SETFLAG #undef __SETFLAG
if (state == MWMechanics::DrawState_Nothing) if (currentDrawState == MWMechanics::DrawState_Nothing)
drawState = 0; drawState = 0;
else if (state == MWMechanics::DrawState_Weapon) else if (currentDrawState == MWMechanics::DrawState_Weapon)
drawState = 1; drawState = 1;
else if (state == MWMechanics::DrawState_Spell) else if (currentDrawState == MWMechanics::DrawState_Spell)
drawState = 2; drawState = 2;
if (isJumping) if (isJumping)
mwmp::Main::get().getLocalPlayer()->updatePosition(true); // fix position after jump; updatePosition(true); // fix position after jump;
getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->setPlayer(this); getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->setPlayer(this);
getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->Send(); getNetworking()->getPlayerPacket(ID_PLAYER_DRAWSTATE)->Send();

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