Merge pull request #1236 from akortunov/guifixes

Minor GUI fixes
pull/190/head
scrawl 8 years ago committed by GitHub
commit 97dbd07ed2

@ -232,8 +232,10 @@ namespace MWMechanics
invStore.autoEquip(ptr);
}
// mWatchedTimeToStartDrowning = -1 for correct drowning state check,
// if stats.getTimeToStartDrowning() == 0 already on game start
MechanicsManager::MechanicsManager()
: mWatchedTimeToStartDrowning(0), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
: mWatchedTimeToStartDrowning(-1), mWatchedStatsEmpty (true), mUpdatePlayer (true), mClassSelected (false),
mRaceSelected (false), mAI(true)
{
//buildPlayer no longer here, needs to be done explicitly after all subsystems are up and running
@ -324,9 +326,6 @@ namespace MWMechanics
winMgr->setValue(fbar, stats.getFatigue());
}
// FIXME: if game is just started and actor is already drowning (on savegame loading),
// drowning bar will be hidden, because
// getTimeToStartDrowning = mWatchedTimeToStartDrowning = 0.
if(stats.getTimeToStartDrowning() != mWatchedTimeToStartDrowning)
{
const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()

@ -1064,18 +1064,22 @@ namespace MWMechanics
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::RestoreHealth, magnitude);
break;
case ESM::MagicEffect::DamageHealth:
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::DamageMagicka:
case ESM::MagicEffect::DamageFatigue:
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::DamageHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbHealth:
case ESM::MagicEffect::AbsorbMagicka:
case ESM::MagicEffect::AbsorbFatigue:
if (magnitude > 0.f)
receivedMagicDamage = true;
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::AbsorbMagicka:
case ESM::MagicEffect::AbsorbFatigue:
adjustDynamicStat(creatureStats, effectKey.mId-ESM::MagicEffect::AbsorbHealth, -magnitude);
break;
case ESM::MagicEffect::DisintegrateArmor:
{

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