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Fix incorrect 'preparing' word spelling
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parent
a73d42e711
commit
16edac8c47
8 changed files with 12 additions and 12 deletions
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@ -257,7 +257,7 @@ namespace MWBase
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virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0;
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0;
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0;
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virtual bool isAttackPreparing(const MWWorld::Ptr& ptr) = 0;
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virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
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virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
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};
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@ -1004,9 +1004,9 @@ namespace MWInput
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if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
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return;
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// We want to interrupt animation only if attack is prepairing, but still is not triggered
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// We want to interrupt animation only if attack is preparing, but still is not triggered
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// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
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if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer()))
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if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(mPlayer->getPlayer()))
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mPlayer->setAttackingOrSpell(false);
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else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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return;
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@ -897,14 +897,14 @@ namespace MWMechanics
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}
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}
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bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr)
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bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr)
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{
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PtrActorMap::iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return false;
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CharacterController* ctrl = it->second->getCharacterController();
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return ctrl->isAttackPrepairing();
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return ctrl->isAttackPreparing();
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}
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bool Actors::isRunning(const MWWorld::Ptr& ptr)
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@ -118,7 +118,7 @@ namespace MWMechanics
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int countDeaths (const std::string& id) const;
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///< Return the number of deaths for actors with the given ID.
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bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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bool isAttackPreparing(const MWWorld::Ptr& ptr);
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bool isRunning(const MWWorld::Ptr& ptr);
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bool isSneaking(const MWWorld::Ptr& ptr);
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@ -1685,7 +1685,7 @@ bool CharacterController::updateWeaponState()
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break;
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case UpperCharState_StartToMinAttack:
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{
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// If actor is already stopped prepairing attack, do not play the "min attack -> max attack" part.
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// If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
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// Happens if the player did not hold the attack button.
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// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
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float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
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@ -2507,7 +2507,7 @@ bool CharacterController::isRandomAttackAnimation(const std::string& group) cons
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group == "attack3" || group == "swimattack3");
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}
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bool CharacterController::isAttackPrepairing() const
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bool CharacterController::isAttackPreparing() const
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{
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return mUpperBodyState == UpperCharState_StartToMinAttack ||
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mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
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@ -281,7 +281,7 @@ public:
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void forceStateUpdate();
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bool isAttackPrepairing() const;
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bool isAttackPreparing() const;
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bool isCastingSpell() const;
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bool isReadyToBlock() const;
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bool isKnockedDown() const;
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@ -435,9 +435,9 @@ namespace MWMechanics
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return mActors.isActorDetected(actor, observer);
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}
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bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr)
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bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr)
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{
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return mActors.isAttackPrepairing(ptr);
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return mActors.isAttackPreparing(ptr);
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}
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bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
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@ -223,7 +223,7 @@ namespace MWMechanics
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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virtual bool isAttackPreparing(const MWWorld::Ptr& ptr);
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virtual bool isRunning(const MWWorld::Ptr& ptr);
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virtual bool isSneaking(const MWWorld::Ptr& ptr);
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