diff --git a/apps/openmw-mp/Player.cpp b/apps/openmw-mp/Player.cpp index 24b411d4b..912fab50d 100644 --- a/apps/openmw-mp/Player.cpp +++ b/apps/openmw-mp/Player.cpp @@ -219,9 +219,9 @@ unsigned short Player::getId() return id; } -void Player::setId(unsigned short id) +void Player::setId(unsigned short newId) { - this->id = id; + this->id = newId; } bool Player::isHandshaked() @@ -477,50 +477,50 @@ bool Player::isCreatureName() const return useCreatureName; } -std::tuple Player::getAttribute(unsigned short id) const +std::tuple Player::getAttribute(unsigned short attributeId) const { - if (id >= ESM::Attribute::Length) + if (attributeId >= ESM::Attribute::Length) return make_tuple(0, 0); - return make_tuple(creatureStats.mAttributes[id].mBase, creatureStats.mAttributes[id].mCurrent); + return make_tuple(creatureStats.mAttributes[attributeId].mBase, creatureStats.mAttributes[attributeId].mCurrent); } -void Player::setAttribute(unsigned short id, int base, int current) +void Player::setAttribute(unsigned short attributeId, int base, int current) { - if (id >= ESM::Attribute::Length) + if (attributeId >= ESM::Attribute::Length) return; - creatureStats.mAttributes[id].mBase = base; - creatureStats.mAttributes[id].mCurrent = current; + creatureStats.mAttributes[attributeId].mBase = base; + creatureStats.mAttributes[attributeId].mCurrent = current; - if (!Utils::vectorContains(&attributeChanges.attributeIndexes, id)) - attributeChanges.attributeIndexes.push_back(id); + if (!Utils::vectorContains(&attributeChanges.attributeIndexes, attributeId)) + attributeChanges.attributeIndexes.push_back(attributeId); attributesChanged = true; } -std::tuple Player::getSkill(unsigned short id) const +std::tuple Player::getSkill(unsigned short skillId) const { - if (id >= ESM::Skill::Length) + if (skillId >= ESM::Skill::Length) return make_tuple(0, 0, 0.0f); - const auto &skill = npcStats.mSkills[id]; + const auto &skill = npcStats.mSkills[skillId]; return make_tuple(skill.mBase, skill.mCurrent, skill.mProgress); } -void Player::setSkill(unsigned short id, int base, int current, float progress) +void Player::setSkill(unsigned short skillId, int base, int current, float progress) { - if (id >= ESM::Skill::Length) + if (skillId >= ESM::Skill::Length) return; - auto &skill = npcStats.mSkills[id]; + auto &skill = npcStats.mSkills[skillId]; skill.mBase = base; skill.mCurrent = current; skill.mProgress = progress; - if (!Utils::vectorContains(&skillChanges.skillIndexes, id)) - skillChanges.skillIndexes.push_back(id); + if (!Utils::vectorContains(&skillChanges.skillIndexes, skillId)) + skillChanges.skillIndexes.push_back(skillId); skillsChanged = true; }