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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-26 20:04:36 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-03-26 20:04:49 +0200
commit2f68a9da7121ab2adaa70ff257577ee596b4c4ee (patch)
treed858a2eb16f2a89a856015a15396b87b835d12cd /src/game-server/being.cpp
parent53b547b11fb3c34bd6e2ae0bae0090f2677ef529 (diff)
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Some general cleanups and merged Being::perform() into update()
The main change here is to remove the separate calling of 'perform' on all beings, and rather rely on the beings to do whatever they were doing in that function when the virtual 'update' function is called. Reviewed-by: Yohann Ferreira
Diffstat (limited to 'src/game-server/being.cpp')
-rw-r--r--src/game-server/being.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/game-server/being.cpp b/src/game-server/being.cpp
index 3fc0bab1..1669e55d 100644
--- a/src/game-server/being.cpp
+++ b/src/game-server/being.cpp
@@ -180,7 +180,8 @@ void Being::died()
{
const EventListener &l = **i;
++i; // In case the listener removes itself from the list on the fly.
- if (l.dispatch->died) l.dispatch->died(&l, this);
+ if (l.dispatch->died)
+ l.dispatch->died(&l, this);
}
}
@@ -432,7 +433,7 @@ int Being::performAttack(Being *target, const Damage &damage)
// Note: The auto-attack system will handle the delay between two attacks.
- return (mTarget->damage(this, damage));
+ return target->damage(this, damage);
}
void Being::setAction(BeingAction action)
@@ -640,7 +641,8 @@ void Being::update()
//update timers
for (Timers::iterator i = mTimers.begin(); i != mTimers.end(); i++)
{
- if (i->second > -1) i->second--;
+ if (i->second > -1)
+ i->second--;
}
int oldHP = getModifiedAttribute(ATTR_HP);