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	Fix incorrect 'preparing' word spelling
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					 8 changed files with 12 additions and 12 deletions
				
			
		|  | @ -257,7 +257,7 @@ namespace MWBase | |||
|             virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0; | ||||
| 
 | ||||
|             virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0; | ||||
|             virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0; | ||||
|             virtual bool isAttackPreparing(const MWWorld::Ptr& ptr) = 0; | ||||
|             virtual bool isRunning(const MWWorld::Ptr& ptr) = 0; | ||||
|             virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0; | ||||
|     }; | ||||
|  |  | |||
|  | @ -1004,9 +1004,9 @@ namespace MWInput | |||
|         if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"]) | ||||
|             return; | ||||
| 
 | ||||
|         // We want to interrupt animation only if attack is prepairing, but still is not triggered
 | ||||
|         // We want to interrupt animation only if attack is preparing, but still is not triggered
 | ||||
|         // Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
 | ||||
|         if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer())) | ||||
|         if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(mPlayer->getPlayer())) | ||||
|             mPlayer->setAttackingOrSpell(false); | ||||
|         else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer())) | ||||
|             return; | ||||
|  |  | |||
|  | @ -897,14 +897,14 @@ namespace MWMechanics | |||
|         } | ||||
|     } | ||||
| 
 | ||||
|     bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr) | ||||
|     bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) | ||||
|     { | ||||
|         PtrActorMap::iterator it = mActors.find(ptr); | ||||
|         if (it == mActors.end()) | ||||
|             return false; | ||||
|         CharacterController* ctrl = it->second->getCharacterController(); | ||||
| 
 | ||||
|         return ctrl->isAttackPrepairing(); | ||||
|         return ctrl->isAttackPreparing(); | ||||
|     } | ||||
| 
 | ||||
|     bool Actors::isRunning(const MWWorld::Ptr& ptr) | ||||
|  |  | |||
|  | @ -118,7 +118,7 @@ namespace MWMechanics | |||
|             int countDeaths (const std::string& id) const; | ||||
|             ///< Return the number of deaths for actors with the given ID.
 | ||||
| 
 | ||||
|             bool isAttackPrepairing(const MWWorld::Ptr& ptr); | ||||
|             bool isAttackPreparing(const MWWorld::Ptr& ptr); | ||||
|             bool isRunning(const MWWorld::Ptr& ptr); | ||||
|             bool isSneaking(const MWWorld::Ptr& ptr); | ||||
| 
 | ||||
|  |  | |||
|  | @ -1685,7 +1685,7 @@ bool CharacterController::updateWeaponState() | |||
|                 break; | ||||
|             case UpperCharState_StartToMinAttack: | ||||
|             { | ||||
|                 // If actor is already stopped prepairing attack, do not play the "min attack -> max attack" part.
 | ||||
|                 // If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
 | ||||
|                 // Happens if the player did not hold the attack button.
 | ||||
|                 // Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
 | ||||
|                 float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack"); | ||||
|  | @ -2507,7 +2507,7 @@ bool CharacterController::isRandomAttackAnimation(const std::string& group) cons | |||
|             group == "attack3" || group == "swimattack3"); | ||||
| } | ||||
| 
 | ||||
| bool CharacterController::isAttackPrepairing() const | ||||
| bool CharacterController::isAttackPreparing() const | ||||
| { | ||||
|     return mUpperBodyState == UpperCharState_StartToMinAttack || | ||||
|             mUpperBodyState == UpperCharState_MinAttackToMaxAttack; | ||||
|  |  | |||
|  | @ -281,7 +281,7 @@ public: | |||
| 
 | ||||
|     void forceStateUpdate(); | ||||
|      | ||||
|     bool isAttackPrepairing() const; | ||||
|     bool isAttackPreparing() const; | ||||
|     bool isCastingSpell() const; | ||||
|     bool isReadyToBlock() const; | ||||
|     bool isKnockedDown() const; | ||||
|  |  | |||
|  | @ -435,9 +435,9 @@ namespace MWMechanics | |||
|         return mActors.isActorDetected(actor, observer); | ||||
|     } | ||||
| 
 | ||||
|     bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr) | ||||
|     bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr) | ||||
|     { | ||||
|         return mActors.isAttackPrepairing(ptr); | ||||
|         return mActors.isAttackPreparing(ptr); | ||||
|     } | ||||
| 
 | ||||
|     bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr) | ||||
|  |  | |||
|  | @ -223,7 +223,7 @@ namespace MWMechanics | |||
| 
 | ||||
|             virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count); | ||||
| 
 | ||||
|             virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr); | ||||
|             virtual bool isAttackPreparing(const MWWorld::Ptr& ptr); | ||||
|             virtual bool isRunning(const MWWorld::Ptr& ptr); | ||||
|             virtual bool isSneaking(const MWWorld::Ptr& ptr); | ||||
| 
 | ||||
|  |  | |||
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