applying the otclient code style

changing the variables names
master
GustavoBlaze 7 years ago committed by GitHub
parent 2927ed29d8
commit a4400a4ff1

@ -271,9 +271,8 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations)); bool hasFrameGroups = (category == ThingCategoryCreature && g_game.getFeature(Otc::GameIdleAnimations));
uint8 groupCount = hasFrameGroups ? fin->getU8() : 1; uint8 groupCount = hasFrameGroups ? fin->getU8() : 1;
m_animationPhases = 0; m_animationPhases = 0;
int lastTotalSprites = 0; int realTotalSprites = 0;
for(int i = 0; i < groupCount; ++i) { for(int i = 0; i < groupCount; ++i) {
uint8 frameGroupType = FrameGroupDefault; uint8 frameGroupType = FrameGroupDefault;
@ -297,25 +296,25 @@ void ThingType::unserialize(uint16 clientId, ThingCategory category, const FileS
m_numPatternZ = fin->getU8(); m_numPatternZ = fin->getU8();
else else
m_numPatternZ = 1; m_numPatternZ = 1;
int n_phases = fin->getU8();
int groupAnimationsPhases = fin->getU8();
m_animationPhases += n_phases; m_animationPhases += groupAnimationsPhases;
if(n_phases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) { if(groupAnimationsPhases > 1 && g_game.getFeature(Otc::GameEnhancedAnimations)) {
m_animator = AnimatorPtr(new Animator); m_animator = AnimatorPtr(new Animator);
m_animator->unserialize(n_phases, fin); m_animator->unserialize(groupAnimationsPhases, fin);
} }
int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * n_phases; int totalSprites = m_size.area() * m_layers * m_numPatternX * m_numPatternY * m_numPatternZ * groupAnimationsPhases;
if((lastTotalSprites+totalSprites) > 4096) if((realTotalSprites+totalSprites) > 4096)
stdext::throw_exception("a thing type has more than 4096 sprites"); stdext::throw_exception("a thing type has more than 4096 sprites");
m_spritesIndex.resize((lastTotalSprites+totalSprites)); m_spritesIndex.resize((realTotalSprites+totalSprites));
for(int i = lastTotalSprites; i < (lastTotalSprites+totalSprites); i++) for(int i = lastTotalSprites; i < (realTotalSprites+totalSprites); i++)
m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16(); m_spritesIndex[i] = g_game.getFeature(Otc::GameSpritesU32) ? fin->getU32() : fin->getU16();
lastTotalSprites += totalSprites; realTotalSprites += totalSprites;
} }
m_textures.resize(m_animationPhases); m_textures.resize(m_animationPhases);

Loading…
Cancel
Save