mirror of
https://github.com/OpenMW/openmw.git
synced 2025-06-19 18:11:35 +00:00
Merge pull request #2610 from akortunov/warnfix2
Fix some build warnings
This commit is contained in:
commit
62b9f1a2f7
3 changed files with 45 additions and 57 deletions
|
@ -1773,23 +1773,25 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
|
||||||
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
|
0, mAttackType+" min attack", mAttackType+" max attack", 0.999f, 0);
|
||||||
break;
|
break;
|
||||||
case UpperCharState_StartToMinAttack:
|
case UpperCharState_StartToMinAttack:
|
||||||
{
|
|
||||||
// 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 random.
|
|
||||||
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
|
|
||||||
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
|
|
||||||
if (mAttackingOrSpell || minAttackTime == maxAttackTime)
|
|
||||||
{
|
|
||||||
start = mAttackType+" min attack";
|
|
||||||
stop = mAttackType+" max attack";
|
|
||||||
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
playSwishSound(0.0f);
|
|
||||||
}
|
|
||||||
// Fall-through
|
|
||||||
case UpperCharState_MaxAttackToMinHit:
|
case UpperCharState_MaxAttackToMinHit:
|
||||||
|
{
|
||||||
|
if (mUpperBodyState == UpperCharState_StartToMinAttack)
|
||||||
|
{
|
||||||
|
// 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 random.
|
||||||
|
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
|
||||||
|
float maxAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"max attack");
|
||||||
|
if (mAttackingOrSpell || minAttackTime == maxAttackTime)
|
||||||
|
{
|
||||||
|
start = mAttackType+" min attack";
|
||||||
|
stop = mAttackType+" max attack";
|
||||||
|
mUpperBodyState = UpperCharState_MinAttackToMaxAttack;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
playSwishSound(0.0f);
|
||||||
|
}
|
||||||
|
|
||||||
if(mAttackType == "shoot")
|
if(mAttackType == "shoot")
|
||||||
{
|
{
|
||||||
start = mAttackType+" min hit";
|
start = mAttackType+" min hit";
|
||||||
|
@ -1802,6 +1804,7 @@ bool CharacterController::updateWeaponState(CharacterState& idle)
|
||||||
}
|
}
|
||||||
mUpperBodyState = UpperCharState_MinHitToHit;
|
mUpperBodyState = UpperCharState_MinHitToHit;
|
||||||
break;
|
break;
|
||||||
|
}
|
||||||
case UpperCharState_MinHitToHit:
|
case UpperCharState_MinHitToHit:
|
||||||
if(mAttackType == "shoot")
|
if(mAttackType == "shoot")
|
||||||
{
|
{
|
||||||
|
|
|
@ -127,54 +127,39 @@ namespace MWMechanics
|
||||||
mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor);
|
mDistSameSpot = DIST_SAME_SPOT * actor.getClass().getSpeed(actor);
|
||||||
|
|
||||||
const float distSameSpot = mDistSameSpot * duration;
|
const float distSameSpot = mDistSameSpot * duration;
|
||||||
const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot;
|
const bool samePosition = (pos - mPrev).length2() < distSameSpot * distSameSpot;
|
||||||
|
|
||||||
mPrev = pos;
|
mPrev = pos;
|
||||||
|
|
||||||
switch(mWalkState)
|
if (mWalkState != State_Evade)
|
||||||
{
|
{
|
||||||
case State_Norm:
|
if(!samePosition)
|
||||||
{
|
{
|
||||||
if(!samePosition)
|
mWalkState = State_Norm;
|
||||||
break;
|
mStuckDuration = 0;
|
||||||
else
|
mEvadeDuration = 0;
|
||||||
mWalkState = State_CheckStuck;
|
return;
|
||||||
}
|
}
|
||||||
/* FALL THROUGH */
|
|
||||||
case State_CheckStuck:
|
mWalkState = State_CheckStuck;
|
||||||
|
mStuckDuration += duration;
|
||||||
|
// consider stuck only if position unchanges for a period
|
||||||
|
if(mStuckDuration < DURATION_SAME_SPOT)
|
||||||
|
return; // still checking, note duration added to timer
|
||||||
|
else
|
||||||
{
|
{
|
||||||
if(!samePosition)
|
mStuckDuration = 0;
|
||||||
{
|
mWalkState = State_Evade;
|
||||||
mWalkState = State_Norm;
|
chooseEvasionDirection();
|
||||||
mStuckDuration = 0;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
mStuckDuration += duration;
|
|
||||||
// consider stuck only if position unchanges for a period
|
|
||||||
if(mStuckDuration < DURATION_SAME_SPOT)
|
|
||||||
break; // still checking, note duration added to timer
|
|
||||||
else
|
|
||||||
{
|
|
||||||
mStuckDuration = 0;
|
|
||||||
mWalkState = State_Evade;
|
|
||||||
chooseEvasionDirection();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
/* FALL THROUGH */
|
}
|
||||||
case State_Evade:
|
|
||||||
{
|
mEvadeDuration += duration;
|
||||||
mEvadeDuration += duration;
|
if(mEvadeDuration >= DURATION_TO_EVADE)
|
||||||
if(mEvadeDuration >= DURATION_TO_EVADE)
|
{
|
||||||
{
|
// tried to evade, assume all is ok and start again
|
||||||
// tried to evade, assume all is ok and start again
|
mWalkState = State_Norm;
|
||||||
mWalkState = State_Norm;
|
mEvadeDuration = 0;
|
||||||
mEvadeDuration = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
/* NO DEFAULT CASE */
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
2
extern/oics/ICSInputControlSystem.cpp
vendored
2
extern/oics/ICSInputControlSystem.cpp
vendored
|
@ -148,7 +148,7 @@ namespace ICS
|
||||||
float step = FromString<float>(xmlInterval->Attribute("step"));
|
float step = FromString<float>(xmlInterval->Attribute("step"));
|
||||||
|
|
||||||
ICS_LOG("Applying Bezier filter to channel [number="
|
ICS_LOG("Applying Bezier filter to channel [number="
|
||||||
+ ToString<int>(ch) + ", startX="
|
+ ToString<size_t>(ch) + ", startX="
|
||||||
+ ToString<float>(startX) + ", startY="
|
+ ToString<float>(startX) + ", startY="
|
||||||
+ ToString<float>(startY) + ", midX="
|
+ ToString<float>(startY) + ", midX="
|
||||||
+ ToString<float>(midX) + ", midY="
|
+ ToString<float>(midX) + ", midY="
|
||||||
|
|
Loading…
Reference in a new issue