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Diffstat (limited to 'src/game-server/gamehandler.cpp')
-rw-r--r--src/game-server/gamehandler.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp
index 79a14c60..2740284e 100644
--- a/src/game-server/gamehandler.cpp
+++ b/src/game-server/gamehandler.cpp
@@ -258,12 +258,12 @@ void GameHandler::processMessage(NetComputer *computer, MessageIn &message)
handleAttack(client, message);
break;
- case PGMSG_USE_SPECIAL_ON_BEING:
- handleUseSpecialOnBeing(client, message);
+ case PGMSG_USE_ABILITY_ON_BEING:
+ handleUseAbilityOnBeing(client, message);
break;
- case PGMSG_USE_SPECIAL_ON_POINT:
- handleUseSpecialOnPoint(client, message);
+ case PGMSG_USE_ABILITY_ON_POINT:
+ handleUseAbilityOnPoint(client, message);
break;
case PGMSG_ACTION_CHANGE:
@@ -687,12 +687,12 @@ void GameHandler::handleAttack(GameClient &client, MessageIn &message)
}
}
-void GameHandler::handleUseSpecialOnBeing(GameClient &client, MessageIn &message)
+void GameHandler::handleUseAbilityOnBeing(GameClient &client, MessageIn &message)
{
if (client.character->getComponent<BeingComponent>()->getAction() == DEAD)
return;
- const int specialID = message.readInt8();
+ const int abilityID = message.readInt8();
const int targetID = message.readInt16(); // 0 when no target is selected
Entity *being = 0;
if (targetID != 0)
@@ -701,28 +701,28 @@ void GameHandler::handleUseSpecialOnBeing(GameClient &client, MessageIn &message
const int publicId =
client.character->getComponent<ActorComponent>()->getPublicID();
LOG_DEBUG("Character " << publicId
- << " tries to use his special attack " << specialID);
+ << " tries to use his ability " << abilityID);
auto *characterComponent = client.character
->getComponent<CharacterComponent>();
- characterComponent->useSpecialOnBeing(*client.character, specialID, being);
+ characterComponent->useAbilityOnBeing(*client.character, abilityID, being);
}
-void GameHandler::handleUseSpecialOnPoint(GameClient &client, MessageIn &message)
+void GameHandler::handleUseAbilityOnPoint(GameClient &client, MessageIn &message)
{
if (client.character->getComponent<BeingComponent>()->getAction() == DEAD)
return;
- const int specialID = message.readInt8();
+ const int abilityID = message.readInt8();
const int x = message.readInt16();
const int y = message.readInt16();
const int publicId =
client.character->getComponent<ActorComponent>()->getPublicID();
LOG_DEBUG("Character " << publicId
- << " tries to use his special attack " << specialID);
+ << " tries to use his ability attack " << abilityID);
auto *characterComponent = client.character
->getComponent<CharacterComponent>();
- characterComponent->useSpecialOnPoint(*client.character, specialID, x, y);
+ characterComponent->useAbilityOnPoint(*client.character, abilityID, x, y);
}
void GameHandler::handleActionChange(GameClient &client, MessageIn &message)