elo1989
Advanced User
- Joined
- Feb 12, 2009
- Messages
- 211
- Reaction score
- 6
W player.cpp szukamy:
[CPP]void Player::getShieldAndWeapon(const Item* &shield, const Item* &weapon) const
{
shield = weapon = NULL;
Item* item = NULL;
for(uint32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; slot++)
{
item = getInventoryItem((slots_t)slot);
if(!item)
continue;
switch(item->getWeaponType())
{
case WEAPON_NONE:
break;
case WEAPON_SHIELD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
default: //weapons that are not shields
{
weapon = item;
break;
}
}
}
}
[/CPP]
i zamieniamy na:
[CPP]void Player::getShieldAndWeapon(const Item* &shield, const Item* &weapon) const
{
shield = weapon = NULL;
Item* item = NULL;
for(uint32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; slot++)
{
item = getInventoryItem((slots_t)slot);
if(!item)
continue;
switch(item->getWeaponType())
{
case WEAPON_NONE:
break;
case WEAPON_FIST:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_SWORD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_AXE:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_DIST:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_WAND:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_SHIELD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
default: //weapons that are not shields
{
weapon = item;
break;
}
}
}
}
[/CPP]
nie testowalem.
[CPP]void Player::getShieldAndWeapon(const Item* &shield, const Item* &weapon) const
{
shield = weapon = NULL;
Item* item = NULL;
for(uint32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; slot++)
{
item = getInventoryItem((slots_t)slot);
if(!item)
continue;
switch(item->getWeaponType())
{
case WEAPON_NONE:
break;
case WEAPON_SHIELD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
default: //weapons that are not shields
{
weapon = item;
break;
}
}
}
}
[/CPP]
i zamieniamy na:
[CPP]void Player::getShieldAndWeapon(const Item* &shield, const Item* &weapon) const
{
shield = weapon = NULL;
Item* item = NULL;
for(uint32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; slot++)
{
item = getInventoryItem((slots_t)slot);
if(!item)
continue;
switch(item->getWeaponType())
{
case WEAPON_NONE:
break;
case WEAPON_FIST:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_SWORD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_AXE:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_DIST:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_WAND:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
case WEAPON_SHIELD:
{
if(!shield || (shield && item->getDefense() > shield->getDefense()))
shield = item;
break;
}
default: //weapons that are not shields
{
weapon = item;
break;
}
}
}
}
[/CPP]
nie testowalem.