Restructure function updateDrowning

pull/3226/head
ζeh Matt 3 years ago
parent 0b306bc1ea
commit 127366a948
No known key found for this signature in database
GPG Key ID: 18CE582C71A225B0

@ -801,7 +801,8 @@ namespace MWMechanics
void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration, bool isKnockedOut, bool isPlayer)
{
NpcStats &stats = ptr.getClass().getNpcStats(ptr);
auto& actorClass = ptr.getClass();
NpcStats& stats = actorClass.getNpcStats(ptr);
// When npc stats are just initialized, mTimeToStartDrowning == -1 and we should get value from GMST
static const float fHoldBreathTime = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHoldBreathTime")->mValue.getFloat();
@ -810,43 +811,43 @@ namespace MWMechanics
if (!isPlayer && stats.getTimeToStartDrowning() < fHoldBreathTime / 2)
{
AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence();
AiSequence& seq = actorClass.getCreatureStats(ptr).getAiSequence();
if (seq.getTypeId() != AiPackageTypeId::Breathe) //Only add it once
seq.stack(AiBreathe(), ptr);
}
MWBase::World *world = MWBase::Environment::get().getWorld();
MWBase::World* world = MWBase::Environment::get().getWorld();
bool knockedOutUnderwater = (isKnockedOut && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3())));
if((world->isSubmerged(ptr) || knockedOutUnderwater)
&& stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
if ((world->isSubmerged(ptr) || knockedOutUnderwater)
&& stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0)
{
float timeLeft = 0.0f;
if(knockedOutUnderwater)
if (knockedOutUnderwater)
stats.setTimeToStartDrowning(0);
else
{
timeLeft = stats.getTimeToStartDrowning() - duration;
if(timeLeft < 0.0f)
if (timeLeft < 0.0f)
timeLeft = 0.0f;
stats.setTimeToStartDrowning(timeLeft);
}
bool godmode = isPlayer && MWBase::Environment::get().getWorld()->getGodModeState();
bool godmode = isPlayer && world->getGodModeState();
if(timeLeft == 0.0f && !godmode)
if (timeLeft == 0.0f && !godmode)
{
// If drowning, apply 3 points of damage per second
static const float fSuffocationDamage = world->getStore().get<ESM::GameSetting>().find("fSuffocationDamage")->mValue.getFloat();
DynamicStat<float> health = stats.getHealth();
health.setCurrent(health.getCurrent() - fSuffocationDamage*duration);
health.setCurrent(health.getCurrent() - fSuffocationDamage * duration);
stats.setHealth(health);
// Play a drowning sound
MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager();
if(!sndmgr->getSoundPlaying(ptr, "drown"))
MWBase::SoundManager* sndmgr = MWBase::Environment::get().getSoundManager();
if (!sndmgr->getSoundPlaying(ptr, "drown"))
sndmgr->playSound3D(ptr, "drown", 1.0f, 1.0f);
if(isPlayer)
if (isPlayer)
MWBase::Environment::get().getWindowManager()->activateHitOverlay(false);
}
}

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