Comment and code style fix
+ Add static keyword - Don't capture everything in lambda
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@@ -1130,7 +1130,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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const cItem Target(*GetSlot(0, a_Player));
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const cItem Sacrifice(*GetSlot(1, a_Player));
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// Output initialised as copy of target
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// Output initialised as copy of target.
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cItem Output(Target);
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if (Target.IsEmpty())
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@@ -1148,9 +1148,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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int NeedExp = 0;
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if (!Sacrifice.IsEmpty())
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{
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bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
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RepairCost += Sacrifice.m_RepairCost;
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// Can we repair with sacrifce material?
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if (Target.IsDamageable() && cItemHandler::GetItemHandler(Target)->CanRepairWithRawMaterial(Sacrifice.m_ItemType))
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{
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@@ -1166,8 +1165,9 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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return;
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}
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int NumItemsConsumed = 0;
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// Repair until out of materials, or fully repaired
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char NumItemsConsumed = 0;
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// Repair until out of materials, or fully repaired:
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while ((DamageDiff > 0) && (NumItemsConsumed < Sacrifice.m_ItemCount))
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{
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Output.m_ItemDamage -= DamageDiff;
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@@ -1176,10 +1176,12 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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++NumItemsConsumed;
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}
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m_StackSizeToBeUsedInRepair = static_cast<char>(NumItemsConsumed);
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m_StackSizeToBeUsedInRepair = NumItemsConsumed;
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}
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else // Combining tools / armour
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{
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const bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
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// No result if we can't combine the items
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if (!IsEnchantBook && (!Target.IsSameType(Sacrifice) || !Target.IsDamageable()))
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{
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@@ -1197,7 +1199,8 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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// Durability = MaxDamage - m_ItemDamage = how far from broken
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const short TargetDurability = Target.GetMaxDamage() - Target.m_ItemDamage;
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const short SacrificeDurability = Sacrifice.GetMaxDamage() - Sacrifice.m_ItemDamage;
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// How much durability to repair by:
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// How much durability to repair by.
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const short RepairDurability = SacrificeDurability + Target.GetMaxDamage() * 12 / 100;
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// Don't give item a negative damage:
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@@ -1270,7 +1273,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
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Output.m_RepairCost = RepairCost;
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}
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// If after everything, output will be the same then no point enchanting
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// If after everything, output will be the same then no point enchanting:
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if (Target.IsEqual(Output))
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{
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Output.Empty();
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