From c2a7004213529c403faeb6fdcc374699aa2f53b5 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Fri, 23 Aug 2013 22:00:27 +0300 Subject: improve getState/setState in Client. --- src/game.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/game.cpp') diff --git a/src/game.cpp b/src/game.cpp index 80408f836..884034179 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -455,7 +455,7 @@ Game::~Game() AnimatedSprite::setEnableCache(false); del_0(actorSpriteManager) - if (Client::getState() != STATE_CHANGE_MAP) + if (client->getState() != STATE_CHANGE_MAP) del_0(player_node) del_0(commandHandler) del_0(effectManager) @@ -611,10 +611,10 @@ void Game::slowLogic() // Handle network stuff if (!Net::getGameHandler()->isConnected()) { - if (Client::getState() == STATE_CHANGE_MAP) + if (client->getState() == STATE_CHANGE_MAP) return; // Not a problem here - if (Client::getState() != STATE_ERROR) + if (client->getState() != STATE_ERROR) { if (!disconnectedDialog) { @@ -633,14 +633,14 @@ void Game::slowLogic() const Map *const map = viewport->getCurrentMap(); if (map) { - logger->log("state: %d", Client::getState()); + logger->log("state: %d", client->getState()); map->saveExtraLayer(); } } closeDialogs(); Client::setFramerate(config.getIntValue("fpslimit")); mNextAdjustTime = cur_time + adjustDelay; - if (Client::getState() != STATE_ERROR) + if (client->getState() != STATE_ERROR) errorMessage.clear(); } else @@ -899,7 +899,7 @@ void Game::handleActive(const SDL_Event &event) else { // window minimization #ifdef ANDROID - Client::setState(STATE_EXIT); + client->setState(STATE_EXIT); #else Client::setIsMinimized(true); if (player_node && !player_node->getAway()) @@ -988,7 +988,7 @@ void Game::handleInput() #endif // Quit event case SDL_QUIT: - Client::setState(STATE_EXIT); + client->setState(STATE_EXIT); break; #ifdef ANDROID case SDL_KEYBOARDSHOW: -- cgit v1.2.3-60-g2f50