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Changed ambiguous variables
Changed ambiguous variables from int to int32_t to clarify what they are.
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@ -567,7 +567,7 @@ const NiPoint3& Character::GetRespawnPoint(LWOMAPID map) const
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return pair->second;
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}
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void Character::SetCoins(int64_t newCoins, int coinSource) {
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void Character::SetCoins(int64_t newCoins, int32_t coinSource) {
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if (newCoins < 0)
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{
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newCoins = 0;
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@ -314,7 +314,7 @@ public:
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* @param newCoins the amount of coins to update by
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* @param coinSource The source of the loot
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*/
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void SetCoins(int64_t newCoins, int coinSource);
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void SetCoins(int64_t newCoins, int32_t coinSource);
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/**
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* Get the entity this character belongs to
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@ -706,7 +706,7 @@ void GameMessages::SendBroadcastTextToChatbox(Entity* entity, const SystemAddres
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SEND_PACKET_BROADCAST
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}
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void GameMessages::SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, int sourceType) {
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void GameMessages::SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, int32_t sourceType) {
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CBITSTREAM
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CMSGHEADER
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@ -78,7 +78,7 @@ namespace GameMessages {
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void SendPlayFXEffect(const LWOOBJID& entity, int32_t effectID, const std::u16string& effectType, const std::string& name, LWOOBJID secondary = LWOOBJID_EMPTY, float priority = 1, float scale = 1, bool serialize = true);
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void SendStopFXEffect(Entity* entity, bool killImmediate, std::string name);
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void SendBroadcastTextToChatbox(Entity* entity, const SystemAddress& sysAddr, const std::u16string& attrs, const std::u16string& wsText);
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void SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, int sourceType);
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void SendSetCurrency(Entity* entity, int64_t currency, int lootType, const LWOOBJID& sourceID, const LOT& sourceLOT, int sourceTradeID, bool overrideCurrent, int32_t sourceType);
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void SendRebuildNotifyState(Entity* entity, int prevState, int state, const LWOOBJID& playerID);
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void SendEnableRebuild(Entity* entity, bool enable, bool fail, bool success, int failReason, float duration, const LWOOBJID& playerID);
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