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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.

This commit is contained in:
Sandu Liviu Catalin 2016-08-18 14:20:41 +03:00
parent 6b5579f236
commit eed7ec0358
2 changed files with 34 additions and 34 deletions

View File

@ -208,10 +208,10 @@ void CPlayer::SetAdmin(bool toggle)
// Avoid property unwind from a recursive call
_Func->SetPlayerAdmin(m_ID, toggle);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_ADMIN))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ADMIN))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_ADMIN);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ADMIN);
// Now forward the event call
Core::Get().EmitPlayerAdmin(m_ID, current, toggle);
}
@ -398,10 +398,10 @@ void CPlayer::SetOptionEx(Int32 option_id, bool toggle, Int32 header, Object & p
STHROWF("Invalid option identifier: %d", option_id);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PCL_EMIT_PLAYER_OPTION))
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_OPTION))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_OPTION);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_OPTION);
// Now forward the event call
Core::Get().EmitPlayerOption(m_ID, option_id, current, header, payload);
}
@ -431,10 +431,10 @@ void CPlayer::SetWorld(Int32 world)
// Avoid property unwind from a recursive call
_Func->SetPlayerWorld(m_ID, world);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_WORLD))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WORLD);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
// Now forward the event call
Core::Get().EmitPlayerWorld(m_ID, current, world, false);
}
@ -464,10 +464,10 @@ void CPlayer::SetSecondaryWorld(Int32 world)
// Avoid property unwind from a recursive call
_Func->SetPlayerSecondaryWorld(m_ID, world);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_WORLD))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WORLD);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
// Now forward the event call
Core::Get().EmitPlayerWorld(m_ID, current, world, true);
}
@ -527,10 +527,10 @@ void CPlayer::SetTeam(Int32 team)
STHROWF("Invalid team identifier: %d", team);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PCL_EMIT_PLAYER_TEAM))
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_TEAM))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_TEAM);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_TEAM);
// Now forward the event call
Core::Get().EmitPlayerTeam(m_ID, current, team);
}
@ -563,10 +563,10 @@ void CPlayer::SetSkin(Int32 skin)
STHROWF("Invalid skin identifier: %d", skin);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PCL_EMIT_PLAYER_SKIN))
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SKIN))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_SKIN);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SKIN);
// Now forward the event call
Core::Get().EmitPlayerSkin(m_ID, current, skin);
}
@ -663,10 +663,10 @@ void CPlayer::SetMoney(Int32 amount)
// Avoid property unwind from a recursive call
_Func->SetPlayerMoney(m_ID, amount);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
// Now forward the event call
Core::Get().EmitPlayerMoney(m_ID, current, amount);
}
@ -682,10 +682,10 @@ void CPlayer::GiveMoney(Int32 amount)
// Avoid property unwind from a recursive call
_Func->GivePlayerMoney(m_ID, amount);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_MONEY))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_MONEY);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
// Now forward the event call
Core::Get().EmitPlayerMoney(m_ID, current, current + amount);
}
@ -715,10 +715,10 @@ void CPlayer::SetScore(Int32 score)
// Avoid property unwind from a recursive call
_Func->SetPlayerScore(m_ID, score);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_SCORE))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SCORE))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_SCORE);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SCORE);
// Now forward the event call
Core::Get().EmitPlayerScore(m_ID, current, score);
}
@ -748,10 +748,10 @@ void CPlayer::SetWantedLevel(Int32 level)
// Avoid property unwind from a recursive call
_Func->SetPlayerWantedLevel(m_ID, level);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_WANTED_LEVEL))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WANTED_LEVEL))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_WANTED_LEVEL);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WANTED_LEVEL);
// Now forward the event call
Core::Get().EmitPlayerWantedLevel(m_ID, current, level);
}
@ -830,10 +830,10 @@ void CPlayer::SetImmunity(Int32 flags)
// Avoid property unwind from a recursive call
_Func->SetPlayerImmunityFlags(m_ID, flags);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_IMMUNITY))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_IMMUNITY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_IMMUNITY);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_IMMUNITY);
// Now forward the event call
Core::Get().EmitPlayerImmunity(m_ID, current, flags);
}
@ -967,10 +967,10 @@ void CPlayer::SetAlphaEx(Int32 alpha, Int32 fade)
// Avoid property unwind from a recursive call
_Func->SetPlayerAlpha(m_ID, alpha, fade);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PCL_EMIT_PLAYER_ALPHA))
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ALPHA))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_ALPHA);
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ALPHA);
// Now forward the event call
Core::Get().EmitPlayerAlpha(m_ID, current, alpha, fade);
}

View File

@ -13,16 +13,16 @@ namespace SqMod {
*/
enum PlayerCircularLocks
{
PCL_EMIT_PLAYER_OPTION = (1 << 0),
PCL_EMIT_PLAYER_ADMIN = (2 << 0),
PCL_EMIT_PLAYER_WORLD = (3 << 0),
PCL_EMIT_PLAYER_TEAM = (4 << 0),
PCL_EMIT_PLAYER_SKIN = (5 << 0),
PCL_EMIT_PLAYER_MONEY = (6 << 0),
PCL_EMIT_PLAYER_SCORE = (7 << 0),
PCL_EMIT_PLAYER_WANTED_LEVEL = (8 << 0),
PCL_EMIT_PLAYER_IMMUNITY = (9 << 0),
PCL_EMIT_PLAYER_ALPHA = (10 << 0)
PLAYERCL_EMIT_PLAYER_OPTION = (1 << 0),
PLAYERCL_EMIT_PLAYER_ADMIN = (2 << 0),
PLAYERCL_EMIT_PLAYER_WORLD = (3 << 0),
PLAYERCL_EMIT_PLAYER_TEAM = (4 << 0),
PLAYERCL_EMIT_PLAYER_SKIN = (5 << 0),
PLAYERCL_EMIT_PLAYER_MONEY = (6 << 0),
PLAYERCL_EMIT_PLAYER_SCORE = (7 << 0),
PLAYERCL_EMIT_PLAYER_WANTED_LEVEL = (8 << 0),
PLAYERCL_EMIT_PLAYER_IMMUNITY = (9 << 0),
PLAYERCL_EMIT_PLAYER_ALPHA = (10 << 0)
};
/* ------------------------------------------------------------------------------------------------