[Client] Use update timer in mwmp::Cell instead of LocalActor

0.6.1
David Cernat 8 years ago
parent 18bf79e08b
commit 312fc84a6f

@ -23,11 +23,21 @@ mwmp::Cell::Cell(MWWorld::CellStore* cellStore)
std::map<std::string, LocalActor *> localActors;
std::map<std::string, DedicatedActor *> dedicatedActors;
updateTimer = 0;
}
void Cell::updateLocal(bool forceUpdate)
{
if (localActors.empty()) return;
if (localActors.empty())
return;
const float timeoutSec = 0.025;
if (!forceUpdate && (updateTimer += MWBase::Environment::get().getFrameDuration()) < timeoutSec)
return;
else
updateTimer = 0;
CellController *cellController = Main::get().getCellController();
ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList();

@ -52,6 +52,8 @@ namespace mwmp
std::map<std::string, LocalActor *> localActors;
std::map<std::string, DedicatedActor *> dedicatedActors;
float updateTimer;
};
}

@ -31,9 +31,6 @@ LocalActor::LocalActor()
wasForceMoveJumping = false;
wasFlying = false;
positionTimer = 0;
statTimer = 0;
attack.type = Attack::MELEE;
attack.shouldSend = false;
@ -75,10 +72,6 @@ void LocalActor::updateCell()
void LocalActor::updatePosition(bool forceUpdate)
{
const float timeoutSec = 0.03;
if (forceUpdate || (positionTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
bool posIsChanging = (direction.pos[0] != 0 || direction.pos[1] != 0 || direction.pos[2] != 0 ||
direction.rot[0] != 0 || direction.rot[1] != 0 || direction.rot[2] != 0);
@ -88,11 +81,8 @@ void LocalActor::updatePosition(bool forceUpdate)
position = ptr.getRefData().getPosition();
positionTimer = 0;
mwmp::Main::get().getNetworking()->getActorList()->addPositionActor(*this);
}
}
}
void LocalActor::updateAnimFlags(bool forceUpdate)
@ -167,10 +157,6 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
MWMechanics::DynamicStat<float> magicka(ptrCreatureStats->getMagicka());
MWMechanics::DynamicStat<float> fatigue(ptrCreatureStats->getFatigue());
const float timeoutSec = 0.5;
if (forceUpdate || (statTimer += MWBase::Environment::get().getFrameDuration()) >= timeoutSec)
{
// Update stats when they become 0 or they have changed enough
//
// Also check for an oldHealth of 0 changing to something else for resurrected NPCs
@ -196,11 +182,8 @@ void LocalActor::updateStatsDynamic(bool forceUpdate)
creatureStats.mDead = ptrCreatureStats->isDead();
statTimer = 0;
mwmp::Main::get().getNetworking()->getActorList()->addStatsDynamicActor(*this);
}
}
}
void LocalActor::updateEquipment(bool forceUpdate)

@ -47,9 +47,6 @@ namespace mwmp
MWMechanics::DynamicStat<float> oldHealth;
MWMechanics::DynamicStat<float> oldMagicka;
MWMechanics::DynamicStat<float> oldFatigue;
float positionTimer;
float statTimer;
};
}

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