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@ -155,9 +155,22 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
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const float timeoutSec = 0.5;
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if ((statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec || forceUpdate)
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if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
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{
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if (oldHealth != health || oldMagicka != magicka || oldFatigue != fatigue || forceUpdate)
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// Update stats when they become 0 or they have changed enough
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//
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// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
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bool shouldUpdateHealth = oldHealth != health && (health.getCurrent() == 0 || oldHealth.getCurrent() == 0 || abs(oldHealth.getCurrent() - health.getCurrent()) > 5);
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bool shouldUpdateMagicka = false;
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bool shouldUpdateFatigue = false;
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if (!shouldUpdateHealth)
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shouldUpdateMagicka = oldMagicka != magicka && (magicka.getCurrent() == 0 || abs(oldMagicka.getCurrent() - magicka.getCurrent()) > 10);
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if (!shouldUpdateMagicka)
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shouldUpdateFatigue = oldFatigue != fatigue && (fatigue.getCurrent() == 0 || abs(oldFatigue.getCurrent() - fatigue.getCurrent()) > 10);
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if (forceUpdate || shouldUpdateHealth || shouldUpdateMagicka || shouldUpdateFatigue)
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{
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oldHealth = health;
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oldMagicka = magicka;
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@ -170,6 +183,7 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
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statTimer = 0;
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mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Updating stats for %s-%i-%i: %f, %f, %f", refId.c_str(), refNumIndex, mpNum, health.getCurrent(), magicka.getCurrent(), fatigue.getCurrent());
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}
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}
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}
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