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Reuse isPlayer variable instead of using operator !=

This commit is contained in:
elsid 2022-07-04 21:24:55 +02:00
parent 77eaf2082f
commit 03792eebdb
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@ -1450,7 +1450,7 @@ namespace MWMechanics
bool inProcessingRange = distSqr <= mActorsProcessingRange*mActorsProcessingRange;
// If dead or no longer in combat, no longer store any actors who attempted to hit us. Also remove for the player.
if (actor.getPtr() != player && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()
if (!isPlayer && (actor.getPtr().getClass().getCreatureStats(actor.getPtr()).isDead()
|| !actor.getPtr().getClass().getCreatureStats(actor.getPtr()).getAiSequence().isInCombat()
|| !inProcessingRange))
{
@ -1504,10 +1504,10 @@ namespace MWMechanics
if (mTimerUpdateHeadTrack == 0)
updateHeadTracking(actor.getPtr(), mActors, isPlayer, ctrl);
if (actor.getPtr().getClass().isNpc() && actor.getPtr() != player)
if (actor.getPtr().getClass().isNpc() && !isPlayer)
updateCrimePursuit(actor.getPtr(), duration);
if (actor.getPtr() != player)
if (!isPlayer)
{
CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
if (isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
@ -1519,7 +1519,7 @@ namespace MWMechanics
}
}
}
else if (aiActive && actor.getPtr() != player && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
else if (aiActive && !isPlayer && isConscious(actor.getPtr()) && !(luaControls && luaControls->mDisableAI))
{
CreatureStats &stats = actor.getPtr().getClass().getCreatureStats(actor.getPtr());
stats.getAiSequence().execute(actor.getPtr(), ctrl, duration, /*outOfRange*/true);