mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2025-02-20 19:57:12 +01:00
Make the circular flag names more explicit to prevent possible collisions.
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parent
6b5579f236
commit
eed7ec0358
@ -208,10 +208,10 @@ void CPlayer::SetAdmin(bool toggle)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerAdmin(m_ID, toggle);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_ADMIN))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ADMIN))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_ADMIN);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ADMIN);
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// Now forward the event call
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Core::Get().EmitPlayerAdmin(m_ID, current, toggle);
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}
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@ -398,10 +398,10 @@ void CPlayer::SetOptionEx(Int32 option_id, bool toggle, Int32 header, Object & p
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STHROWF("Invalid option identifier: %d", option_id);
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}
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// Avoid infinite recursive event loops
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else if (!(m_CircularLocks & PCL_EMIT_PLAYER_OPTION))
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else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_OPTION))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_OPTION);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_OPTION);
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// Now forward the event call
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Core::Get().EmitPlayerOption(m_ID, option_id, current, header, payload);
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}
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@ -431,10 +431,10 @@ void CPlayer::SetWorld(Int32 world)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerWorld(m_ID, world);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_WORLD))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WORLD);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
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// Now forward the event call
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Core::Get().EmitPlayerWorld(m_ID, current, world, false);
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}
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@ -464,10 +464,10 @@ void CPlayer::SetSecondaryWorld(Int32 world)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerSecondaryWorld(m_ID, world);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_WORLD))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WORLD);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
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// Now forward the event call
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Core::Get().EmitPlayerWorld(m_ID, current, world, true);
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}
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@ -527,10 +527,10 @@ void CPlayer::SetTeam(Int32 team)
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STHROWF("Invalid team identifier: %d", team);
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}
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// Avoid infinite recursive event loops
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else if (!(m_CircularLocks & PCL_EMIT_PLAYER_TEAM))
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else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_TEAM))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_TEAM);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_TEAM);
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// Now forward the event call
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Core::Get().EmitPlayerTeam(m_ID, current, team);
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}
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@ -563,10 +563,10 @@ void CPlayer::SetSkin(Int32 skin)
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STHROWF("Invalid skin identifier: %d", skin);
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}
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// Avoid infinite recursive event loops
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else if (!(m_CircularLocks & PCL_EMIT_PLAYER_SKIN))
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else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SKIN))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_SKIN);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SKIN);
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// Now forward the event call
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Core::Get().EmitPlayerSkin(m_ID, current, skin);
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}
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@ -663,10 +663,10 @@ void CPlayer::SetMoney(Int32 amount)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerMoney(m_ID, amount);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
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// Now forward the event call
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Core::Get().EmitPlayerMoney(m_ID, current, amount);
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}
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@ -682,10 +682,10 @@ void CPlayer::GiveMoney(Int32 amount)
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// Avoid property unwind from a recursive call
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_Func->GivePlayerMoney(m_ID, amount);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
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// Now forward the event call
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Core::Get().EmitPlayerMoney(m_ID, current, current + amount);
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}
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@ -715,10 +715,10 @@ void CPlayer::SetScore(Int32 score)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerScore(m_ID, score);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_SCORE))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SCORE))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_SCORE);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SCORE);
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// Now forward the event call
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Core::Get().EmitPlayerScore(m_ID, current, score);
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}
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@ -748,10 +748,10 @@ void CPlayer::SetWantedLevel(Int32 level)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerWantedLevel(m_ID, level);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_WANTED_LEVEL))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WANTED_LEVEL))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WANTED_LEVEL);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WANTED_LEVEL);
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// Now forward the event call
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Core::Get().EmitPlayerWantedLevel(m_ID, current, level);
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}
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@ -830,10 +830,10 @@ void CPlayer::SetImmunity(Int32 flags)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerImmunityFlags(m_ID, flags);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_IMMUNITY))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_IMMUNITY))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_IMMUNITY);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_IMMUNITY);
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// Now forward the event call
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Core::Get().EmitPlayerImmunity(m_ID, current, flags);
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}
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@ -967,10 +967,10 @@ void CPlayer::SetAlphaEx(Int32 alpha, Int32 fade)
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// Avoid property unwind from a recursive call
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_Func->SetPlayerAlpha(m_ID, alpha, fade);
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// Avoid infinite recursive event loops
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if (!(m_CircularLocks & PCL_EMIT_PLAYER_ALPHA))
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if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ALPHA))
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{
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// Prevent this event from triggering while executed
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BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_ALPHA);
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BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ALPHA);
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// Now forward the event call
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Core::Get().EmitPlayerAlpha(m_ID, current, alpha, fade);
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}
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@ -13,16 +13,16 @@ namespace SqMod {
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*/
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enum PlayerCircularLocks
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{
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PCL_EMIT_PLAYER_OPTION = (1 << 0),
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PCL_EMIT_PLAYER_ADMIN = (2 << 0),
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PCL_EMIT_PLAYER_WORLD = (3 << 0),
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PCL_EMIT_PLAYER_TEAM = (4 << 0),
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PCL_EMIT_PLAYER_SKIN = (5 << 0),
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PCL_EMIT_PLAYER_MONEY = (6 << 0),
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PCL_EMIT_PLAYER_SCORE = (7 << 0),
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PCL_EMIT_PLAYER_WANTED_LEVEL = (8 << 0),
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PCL_EMIT_PLAYER_IMMUNITY = (9 << 0),
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PCL_EMIT_PLAYER_ALPHA = (10 << 0)
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PLAYERCL_EMIT_PLAYER_OPTION = (1 << 0),
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PLAYERCL_EMIT_PLAYER_ADMIN = (2 << 0),
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PLAYERCL_EMIT_PLAYER_WORLD = (3 << 0),
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PLAYERCL_EMIT_PLAYER_TEAM = (4 << 0),
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PLAYERCL_EMIT_PLAYER_SKIN = (5 << 0),
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PLAYERCL_EMIT_PLAYER_MONEY = (6 << 0),
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PLAYERCL_EMIT_PLAYER_SCORE = (7 << 0),
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PLAYERCL_EMIT_PLAYER_WANTED_LEVEL = (8 << 0),
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PLAYERCL_EMIT_PLAYER_IMMUNITY = (9 << 0),
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PLAYERCL_EMIT_PLAYER_ALPHA = (10 << 0)
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};
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/* ------------------------------------------------------------------------------------------------
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