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Fixed an error with accessing aetheryteList and some minor refactoring

This commit is contained in:
Mordred 2017-12-07 23:59:03 +01:00
parent 3d8acf651f
commit 86fd30b4e1
2 changed files with 17 additions and 18 deletions

View file

@ -840,7 +840,7 @@ uint64_t Core::Entity::Player::getModelSystemWeapon() const
int8_t Core::Entity::Player::getAetheryteMaskAt( uint8_t index ) const
{
if( index > 11 )
if( index > sizeof( m_aetheryte ) )
return 0;
return m_aetheryte[index];
}
@ -953,10 +953,8 @@ bool Core::Entity::Player::actionHasCastTime( uint32_t actionId ) //TODO: Add lo
if( actionInfoPtr->is_instant )
return false;
if( actionInfoPtr->cast_time == 0 )
return false;
return actionInfoPtr->cast_time != 0;
return true;
}
bool Core::Entity::Player::hasStateFlag( Core::Common::PlayerStateFlag flag ) const
@ -1075,7 +1073,7 @@ void Core::Entity::Player::update( int64_t currTime )
if( Math::Util::distance(getPos().x, getPos().y, getPos().z,
actor->getPos().x, actor->getPos().y, actor->getPos().z) <= range )
actor->getPos().x, actor->getPos().y, actor->getPos().z) <= range )
{
if( ( currTime - m_lastAttack ) > mainWeap->getDelay() )
@ -1136,57 +1134,57 @@ uint8_t Core::Entity::Player::getHomepoint() const
return m_homePoint;
}
uint16_t * Core::Entity::Player::getClassArray()
uint16_t* Core::Entity::Player::getClassArray()
{
return m_classArray;
}
const uint16_t * Core::Entity::Player::getClassArray() const
const uint16_t* Core::Entity::Player::getClassArray() const
{
return m_classArray;
}
const uint8_t * Core::Entity::Player::getLookArray() const
const uint8_t* Core::Entity::Player::getLookArray() const
{
return m_customize;
}
const uint32_t * Core::Entity::Player::getModelArray() const
const uint32_t* Core::Entity::Player::getModelArray() const
{
return m_modelEquip;
}
uint32_t * Core::Entity::Player::getExpArray()
uint32_t* Core::Entity::Player::getExpArray()
{
return m_expArray;
}
const uint32_t * Core::Entity::Player::getExpArray() const
const uint32_t* Core::Entity::Player::getExpArray() const
{
return m_expArray;
}
uint8_t * Core::Entity::Player::getHowToArray()
uint8_t* Core::Entity::Player::getHowToArray()
{
return m_howTo;
}
const uint8_t * Core::Entity::Player::getHowToArray() const
const uint8_t* Core::Entity::Player::getHowToArray() const
{
return m_howTo;
}
const uint8_t * Core::Entity::Player::getUnlockBitmask() const
const uint8_t* Core::Entity::Player::getUnlockBitmask() const
{
return m_unlocks;
}
const uint8_t * Core::Entity::Player::getOrchestrionBitmask() const
const uint8_t* Core::Entity::Player::getOrchestrionBitmask() const
{
return m_orchestrion;
}
const uint8_t * Core::Entity::Player::getMountGuideBitmask() const
const uint8_t* Core::Entity::Player::getMountGuideBitmask() const
{
return m_mountGuide;
}
@ -1206,7 +1204,7 @@ uint8_t Core::Entity::Player::getGc() const
return m_gc;
}
const uint8_t * Core::Entity::Player::getGcRankArray() const
const uint8_t* Core::Entity::Player::getGcRankArray() const
{
return m_gcRank;
}

View file

@ -113,7 +113,8 @@ void Core::Network::GameConnection::gm1Handler( const Packets::GamePacket& inPac
{
targetActor = pPlayer;
}
else {
else
{
auto inRange = pPlayer->getInRangeActors();
for( auto actor : inRange )
{