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Initialize most of CharacterController in-class
See C++ Core Guidelines C.48
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commit
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2 changed files with 20 additions and 41 deletions
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@ -842,28 +842,7 @@ std::string CharacterController::chooseRandomAttackAnimation() const
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CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)
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: mPtr(ptr)
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, mWeapon(MWWorld::Ptr())
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, mAnimation(anim)
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, mIdleState(CharState_None)
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, mMovementState(CharState_None)
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, mMovementAnimSpeed(0.f)
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, mAdjustMovementAnimSpeed(false)
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, mHasMovedInXY(false)
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, mMovementAnimationControlled(true)
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, mDeathState(CharState_None)
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, mFloatToSurface(true)
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, mHitState(CharState_None)
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, mUpperBodyState(UpperCharState_Nothing)
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, mJumpState(JumpState_None)
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, mWeaponType(ESM::Weapon::None)
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, mAttackStrength(0.f)
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, mSkipAnim(false)
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, mSecondsOfSwimming(0)
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, mSecondsOfRunning(0)
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, mTurnAnimationThreshold(0)
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, mCastingManualSpell(false)
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, mTimeUntilWake(0.f)
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, mIsMovingBackward(false)
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{
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if(!mAnimation)
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return;
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@ -149,50 +149,50 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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typedef std::deque<AnimationQueueEntry> AnimationQueue;
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AnimationQueue mAnimQueue;
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CharacterState mIdleState;
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CharacterState mIdleState{CharState_None};
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std::string mCurrentIdle;
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CharacterState mMovementState;
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CharacterState mMovementState{CharState_None};
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std::string mCurrentMovement;
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float mMovementAnimSpeed;
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bool mAdjustMovementAnimSpeed;
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bool mHasMovedInXY;
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bool mMovementAnimationControlled;
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float mMovementAnimSpeed{0.f};
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bool mAdjustMovementAnimSpeed{false};
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bool mHasMovedInXY{false};
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bool mMovementAnimationControlled{true};
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CharacterState mDeathState;
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CharacterState mDeathState{CharState_None};
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std::string mCurrentDeath;
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bool mFloatToSurface;
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bool mFloatToSurface{true};
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CharacterState mHitState;
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CharacterState mHitState{CharState_None};
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std::string mCurrentHit;
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UpperBodyCharacterState mUpperBodyState;
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UpperBodyCharacterState mUpperBodyState{UpperCharState_Nothing};
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JumpingState mJumpState;
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JumpingState mJumpState{JumpState_None};
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std::string mCurrentJump;
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int mWeaponType;
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int mWeaponType{ESM::Weapon::None};
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std::string mCurrentWeapon;
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float mAttackStrength;
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float mAttackStrength{0.f};
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bool mSkipAnim;
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bool mSkipAnim{false};
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// counted for skill increase
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float mSecondsOfSwimming;
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float mSecondsOfRunning;
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float mSecondsOfSwimming{0.f};
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float mSecondsOfRunning{0.f};
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MWWorld::ConstPtr mHeadTrackTarget;
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float mTurnAnimationThreshold; // how long to continue playing turning animation after actor stopped turning
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float mTurnAnimationThreshold{0.f}; // how long to continue playing turning animation after actor stopped turning
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std::string mAttackType; // slash, chop or thrust
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bool mCastingManualSpell;
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bool mCastingManualSpell{false};
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float mTimeUntilWake;
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float mTimeUntilWake{0.f};
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bool mIsMovingBackward;
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bool mIsMovingBackward{false};
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osg::Vec2f mSmoothedSpeed;
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void setAttackTypeBasedOnMovement();
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