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[Server] Fix variable shadowing in Player
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parent
a796f81444
commit
901fe72471
1 changed files with 19 additions and 19 deletions
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@ -219,9 +219,9 @@ unsigned short Player::getId()
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return id;
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return id;
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}
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}
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void Player::setId(unsigned short id)
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void Player::setId(unsigned short newId)
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{
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{
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this->id = id;
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this->id = newId;
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}
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}
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bool Player::isHandshaked()
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bool Player::isHandshaked()
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@ -477,50 +477,50 @@ bool Player::isCreatureName() const
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return useCreatureName;
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return useCreatureName;
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}
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}
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std::tuple<int, int> Player::getAttribute(unsigned short id) const
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std::tuple<int, int> Player::getAttribute(unsigned short attributeId) const
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{
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{
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if (id >= ESM::Attribute::Length)
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if (attributeId >= ESM::Attribute::Length)
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return make_tuple(0, 0);
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return make_tuple(0, 0);
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return make_tuple(creatureStats.mAttributes[id].mBase, creatureStats.mAttributes[id].mCurrent);
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return make_tuple(creatureStats.mAttributes[attributeId].mBase, creatureStats.mAttributes[attributeId].mCurrent);
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}
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}
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void Player::setAttribute(unsigned short id, int base, int current)
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void Player::setAttribute(unsigned short attributeId, int base, int current)
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{
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{
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if (id >= ESM::Attribute::Length)
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if (attributeId >= ESM::Attribute::Length)
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return;
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return;
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creatureStats.mAttributes[id].mBase = base;
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creatureStats.mAttributes[attributeId].mBase = base;
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creatureStats.mAttributes[id].mCurrent = current;
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creatureStats.mAttributes[attributeId].mCurrent = current;
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if (!Utils::vectorContains(&attributeChanges.attributeIndexes, id))
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if (!Utils::vectorContains(&attributeChanges.attributeIndexes, attributeId))
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attributeChanges.attributeIndexes.push_back(id);
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attributeChanges.attributeIndexes.push_back(attributeId);
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attributesChanged = true;
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attributesChanged = true;
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}
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}
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std::tuple<int, int, float> Player::getSkill(unsigned short id) const
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std::tuple<int, int, float> Player::getSkill(unsigned short skillId) const
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{
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{
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if (id >= ESM::Skill::Length)
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if (skillId >= ESM::Skill::Length)
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return make_tuple(0, 0, 0.0f);
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return make_tuple(0, 0, 0.0f);
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const auto &skill = npcStats.mSkills[id];
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const auto &skill = npcStats.mSkills[skillId];
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return make_tuple(skill.mBase, skill.mCurrent, skill.mProgress);
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return make_tuple(skill.mBase, skill.mCurrent, skill.mProgress);
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}
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}
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void Player::setSkill(unsigned short id, int base, int current, float progress)
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void Player::setSkill(unsigned short skillId, int base, int current, float progress)
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{
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{
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if (id >= ESM::Skill::Length)
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if (skillId >= ESM::Skill::Length)
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return;
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return;
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auto &skill = npcStats.mSkills[id];
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auto &skill = npcStats.mSkills[skillId];
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skill.mBase = base;
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skill.mBase = base;
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skill.mCurrent = current;
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skill.mCurrent = current;
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skill.mProgress = progress;
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skill.mProgress = progress;
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if (!Utils::vectorContains(&skillChanges.skillIndexes, id))
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if (!Utils::vectorContains(&skillChanges.skillIndexes, skillId))
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skillChanges.skillIndexes.push_back(id);
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skillChanges.skillIndexes.push_back(skillId);
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skillsChanged = true;
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skillsChanged = true;
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}
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}
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