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Use consistent names for booleans in LocalPlayer

This commit is contained in:
David Cernat 2016-11-16 20:01:47 +02:00
parent 46b41b605a
commit c5c72a3b17

View file

@ -181,18 +181,18 @@ void LocalPlayer::updateAttributes(bool forceUpdate)
{ {
MWWorld::Ptr player = getPlayerPtr(); MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player); const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
bool isUpdating = false; bool attributesChanged = false;
for (int i = 0; i < 8; ++i) for (int i = 0; i < 8; ++i)
{ {
if (ptrNpcStats.getAttribute(i).getBase() != CreatureStats()->mAttributes[i].mBase) if (ptrNpcStats.getAttribute(i).getBase() != CreatureStats()->mAttributes[i].mBase)
{ {
ptrNpcStats.getAttribute(i).writeState(CreatureStats()->mAttributes[i]); ptrNpcStats.getAttribute(i).writeState(CreatureStats()->mAttributes[i]);
isUpdating = true; attributesChanged = true;
} }
} }
if (isUpdating || forceUpdate) if (attributesChanged || forceUpdate)
{ {
getNetworking()->getPlayerPacket(ID_GAME_ATTRIBUTE)->Send(this); getNetworking()->getPlayerPacket(ID_GAME_ATTRIBUTE)->Send(this);
} }
@ -202,15 +202,14 @@ void LocalPlayer::updateSkills(bool forceUpdate)
{ {
MWWorld::Ptr player = getPlayerPtr(); MWWorld::Ptr player = getPlayerPtr();
const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player); const MWMechanics::NpcStats &ptrNpcStats = player.getClass().getNpcStats(player);
bool isUpdating = false; bool skillsChanged = false;
for (int i = 0; i < 27; ++i) for (int i = 0; i < 27; ++i)
{ {
if (ptrNpcStats.getSkill(i).getBase() != NpcStats()->mSkills[i].mBase) if (ptrNpcStats.getSkill(i).getBase() != NpcStats()->mSkills[i].mBase)
{ {
ptrNpcStats.getSkill(i).writeState(NpcStats()->mSkills[i]); ptrNpcStats.getSkill(i).writeState(NpcStats()->mSkills[i]);
isUpdating = true; skillsChanged = true;
} }
// If we only have skill progress, update the state for relevant skills // If we only have skill progress, update the state for relevant skills
// but don't send a packet just because of this (to avoid spam) // but don't send a packet just because of this (to avoid spam)
@ -227,7 +226,7 @@ void LocalPlayer::updateSkills(bool forceUpdate)
} }
} }
if (isUpdating || forceUpdate) if (skillsChanged || forceUpdate)
{ {
NpcStats()->mLevelProgress = ptrNpcStats.getLevelProgress(); NpcStats()->mLevelProgress = ptrNpcStats.getLevelProgress();
getNetworking()->getPlayerPacket(ID_GAME_SKILL)->Send(this); getNetworking()->getPlayerPacket(ID_GAME_SKILL)->Send(this);
@ -301,7 +300,7 @@ void LocalPlayer::updatePosition(bool forceUpdate)
void LocalPlayer::updateCell(bool forceUpdate) void LocalPlayer::updateCell(bool forceUpdate)
{ {
const ESM::Cell *ptrCell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell()->getCell(); const ESM::Cell *ptrCell = MWBase::Environment::get().getWorld()->getPlayerPtr().getCell()->getCell();
bool shouldUpdate = false; bool cellChanged = false;
// Send a packet to server to update this LocalPlayer's cell if: // Send a packet to server to update this LocalPlayer's cell if:
// 1) forceUpdate is true // 1) forceUpdate is true
@ -310,25 +309,25 @@ void LocalPlayer::updateCell(bool forceUpdate)
// exterior cell coordinates // exterior cell coordinates
if (forceUpdate) if (forceUpdate)
{ {
shouldUpdate = true; cellChanged = true;
} }
else if (!Misc::StringUtils::ciEqual(ptrCell->mName, getCell()->mName)) else if (!Misc::StringUtils::ciEqual(ptrCell->mName, getCell()->mName))
{ {
shouldUpdate = true; cellChanged = true;
} }
else if (ptrCell->isExterior()) else if (ptrCell->isExterior())
{ {
if (ptrCell->mData.mX != getCell()->mData.mX) if (ptrCell->mData.mX != getCell()->mData.mX)
{ {
shouldUpdate = true; cellChanged = true;
} }
else if (ptrCell->mData.mY != getCell()->mData.mY) else if (ptrCell->mData.mY != getCell()->mData.mY)
{ {
shouldUpdate = true; cellChanged = true;
} }
} }
if (shouldUpdate) if (cellChanged)
{ {
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "%s", "Sending ID_GAME_CELL to server"); LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "%s", "Sending ID_GAME_CELL to server");