Fix incorrect 'preparing' word spelling

This commit is contained in:
Andrei Kortunov 2018-08-16 17:47:06 +04:00
parent a73d42e711
commit 16edac8c47
8 changed files with 12 additions and 12 deletions

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@ -257,7 +257,7 @@ namespace MWBase
virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0; virtual void cleanupSummonedCreature(const MWWorld::Ptr& caster, int creatureActorId) = 0;
virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0; virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0;
virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0; virtual bool isAttackPreparing(const MWWorld::Ptr& ptr) = 0;
virtual bool isRunning(const MWWorld::Ptr& ptr) = 0; virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0; virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
}; };

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@ -1004,9 +1004,9 @@ namespace MWInput
if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"]) if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
return; return;
// We want to interrupt animation only if attack is prepairing, but still is not triggered // We want to interrupt animation only if attack is preparing, but still is not triggered
// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice // Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer())) if (MWBase::Environment::get().getMechanicsManager()->isAttackPreparing(mPlayer->getPlayer()))
mPlayer->setAttackingOrSpell(false); mPlayer->setAttackingOrSpell(false);
else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer())) else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
return; return;

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@ -897,14 +897,14 @@ namespace MWMechanics
} }
} }
bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr) bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr)
{ {
PtrActorMap::iterator it = mActors.find(ptr); PtrActorMap::iterator it = mActors.find(ptr);
if (it == mActors.end()) if (it == mActors.end())
return false; return false;
CharacterController* ctrl = it->second->getCharacterController(); CharacterController* ctrl = it->second->getCharacterController();
return ctrl->isAttackPrepairing(); return ctrl->isAttackPreparing();
} }
bool Actors::isRunning(const MWWorld::Ptr& ptr) bool Actors::isRunning(const MWWorld::Ptr& ptr)

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@ -118,7 +118,7 @@ namespace MWMechanics
int countDeaths (const std::string& id) const; int countDeaths (const std::string& id) const;
///< Return the number of deaths for actors with the given ID. ///< Return the number of deaths for actors with the given ID.
bool isAttackPrepairing(const MWWorld::Ptr& ptr); bool isAttackPreparing(const MWWorld::Ptr& ptr);
bool isRunning(const MWWorld::Ptr& ptr); bool isRunning(const MWWorld::Ptr& ptr);
bool isSneaking(const MWWorld::Ptr& ptr); bool isSneaking(const MWWorld::Ptr& ptr);

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@ -1685,7 +1685,7 @@ bool CharacterController::updateWeaponState()
break; break;
case UpperCharState_StartToMinAttack: case UpperCharState_StartToMinAttack:
{ {
// If actor is already stopped prepairing attack, do not play the "min attack -> max attack" part. // If actor is already stopped preparing attack, do not play the "min attack -> max attack" part.
// Happens if the player did not hold the attack button. // Happens if the player did not hold the attack button.
// Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1. // Note: if the "min attack"->"max attack" is a stub, "play" it anyway. Attack strength will be 1.
float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack"); float minAttackTime = mAnimation->getTextKeyTime(mCurrentWeapon+": "+mAttackType+" "+"min attack");
@ -2507,7 +2507,7 @@ bool CharacterController::isRandomAttackAnimation(const std::string& group) cons
group == "attack3" || group == "swimattack3"); group == "attack3" || group == "swimattack3");
} }
bool CharacterController::isAttackPrepairing() const bool CharacterController::isAttackPreparing() const
{ {
return mUpperBodyState == UpperCharState_StartToMinAttack || return mUpperBodyState == UpperCharState_StartToMinAttack ||
mUpperBodyState == UpperCharState_MinAttackToMaxAttack; mUpperBodyState == UpperCharState_MinAttackToMaxAttack;

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@ -281,7 +281,7 @@ public:
void forceStateUpdate(); void forceStateUpdate();
bool isAttackPrepairing() const; bool isAttackPreparing() const;
bool isCastingSpell() const; bool isCastingSpell() const;
bool isReadyToBlock() const; bool isReadyToBlock() const;
bool isKnockedDown() const; bool isKnockedDown() const;

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@ -435,9 +435,9 @@ namespace MWMechanics
return mActors.isActorDetected(actor, observer); return mActors.isActorDetected(actor, observer);
} }
bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr) bool MechanicsManager::isAttackPreparing(const MWWorld::Ptr& ptr)
{ {
return mActors.isAttackPrepairing(ptr); return mActors.isAttackPreparing(ptr);
} }
bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr) bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)

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@ -223,7 +223,7 @@ namespace MWMechanics
virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count); virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr); virtual bool isAttackPreparing(const MWWorld::Ptr& ptr);
virtual bool isRunning(const MWWorld::Ptr& ptr); virtual bool isRunning(const MWWorld::Ptr& ptr);
virtual bool isSneaking(const MWWorld::Ptr& ptr); virtual bool isSneaking(const MWWorld::Ptr& ptr);