mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-03 15:19:42 +00:00
[Client] Use update timer in mwmp::Cell instead of LocalActor
This commit is contained in:
parent
18bf79e08b
commit
312fc84a6f
4 changed files with 39 additions and 47 deletions
|
@ -23,11 +23,21 @@ mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
|
|||
|
||||
std::map<std::string, LocalActor *> localActors;
|
||||
std::map<std::string, DedicatedActor *> dedicatedActors;
|
||||
|
||||
updateTimer = 0;
|
||||
}
|
||||
|
||||
void Cell::updateLocal(bool forceUpdate)
|
||||
{
|
||||
if (localActors.empty()) return;
|
||||
if (localActors.empty())
|
||||
return;
|
||||
|
||||
const float timeoutSec = 0.025;
|
||||
|
||||
if (!forceUpdate && (updateTimer += MWBase::Environment::get().getFrameDuration()) < timeoutSec)
|
||||
return;
|
||||
else
|
||||
updateTimer = 0;
|
||||
|
||||
CellController *cellController = Main::get().getCellController();
|
||||
ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();
|
||||
|
|
|
@ -52,6 +52,8 @@ namespace mwmp
|
|||
|
||||
std::map<std::string, LocalActor *> localActors;
|
||||
std::map<std::string, DedicatedActor *> dedicatedActors;
|
||||
|
||||
float updateTimer;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -31,9 +31,6 @@ LocalActor::LocalActor()
|
|||
wasForceMoveJumping = false;
|
||||
wasFlying = false;
|
||||
|
||||
positionTimer = 0;
|
||||
statTimer = 0;
|
||||
|
||||
attack.type = Attack::MELEE;
|
||||
attack.shouldSend = false;
|
||||
|
||||
|
@ -75,10 +72,6 @@ void LocalActor::updateCell()
|
|||
|
||||
void LocalActor::updatePosition(bool forceUpdate)
|
||||
{
|
||||
const float timeoutSec = 0.03;
|
||||
|
||||
if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
|
||||
{
|
||||
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
|
||||
direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
|
||||
|
||||
|
@ -88,11 +81,8 @@ void LocalActor::updatePosition(bool forceUpdate)
|
|||
|
||||
position = ptr.getRefData().getPosition();
|
||||
|
||||
positionTimer = 0;
|
||||
|
||||
mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LocalActor::updateAnimFlags(bool forceUpdate)
|
||||
|
@ -167,10 +157,6 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
|
|||
MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
|
||||
MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
|
||||
|
||||
const float timeoutSec = 0.5;
|
||||
|
||||
if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
|
||||
{
|
||||
// Update stats when they become 0 or they have changed enough
|
||||
//
|
||||
// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
|
||||
|
@ -196,11 +182,8 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
|
|||
|
||||
creatureStats.mDead = ptrCreatureStats->isDead();
|
||||
|
||||
statTimer = 0;
|
||||
|
||||
mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LocalActor::updateEquipment(bool forceUpdate)
|
||||
|
|
|
@ -47,9 +47,6 @@ namespace mwmp
|
|||
MWMechanics::DynamicStat<float> oldHealth;
|
||||
MWMechanics::DynamicStat<float> oldMagicka;
|
||||
MWMechanics::DynamicStat<float> oldFatigue;
|
||||
|
||||
float positionTimer;
|
||||
float statTimer;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue