warning fixes

deque
mrcheko 11 years ago
parent d6d9df6cec
commit df7213185f

@ -167,15 +167,18 @@ namespace MWMechanics
const MWWorld::Class& actorClass = actor.getClass();
MWBase::World* world = MWBase::Environment::get().getWorld();
if (!actorClass.isNpc() && target == world->getPlayerPtr() &&
(actorClass.canSwim(actor) && !actor.getClass().canWalk(actor) // 1. pure water creature and Player moved out of water
&& !world->isSwimming(target))
|| (!actorClass.canSwim(actor) && world->isSwimming(target))) // 2. creature can't swim to Player
if (!actorClass.isNpc() &&
// 1. pure water creature and Player moved out of water
((target == world->getPlayerPtr() &&
actorClass.canSwim(actor) && !actor.getClass().canWalk(actor) && !world->isSwimming(target))
// 2. creature can't swim to target
|| (!actorClass.canSwim(actor) && world->isSwimming(target))))
{
actorClass.getCreatureStats(actor).setHostile(false);
if (target == world->getPlayerPtr())
actorClass.getCreatureStats(actor).setHostile(false);
actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
return true;
}
}
//Update every frame
if(mCombatMove)
@ -246,7 +249,7 @@ namespace MWMechanics
const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype;
float weapRange, weapSpeed = 1.0f;
float weapRange;
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
@ -275,7 +278,6 @@ namespace MWMechanics
// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
weapon = weaponSlot->get<ESM::Weapon>()->mBase;
weapRange = weapon->mData.mReach;
weapSpeed = weapon->mData.mSpeed;
}
weapRange *= 100.0f;
}

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