| 226 | } |
| 227 | |
| 228 | void Player::frameStarted(float timeSinceLastFrame) |
| 229 | { |
| 230 | // Update the smooth spell cooldown |
| 231 | for(PlayerSpellData& cooldown : mSpellsCooldown) |
| 232 | { |
| 233 | if(cooldown.mCooldownNbTurnPending <= 0) |
| 234 | continue; |
| 235 | if(timeSinceLastFrame > cooldown.mCooldownTimePendingTurn) |
| 236 | { |
| 237 | cooldown.mCooldownTimePendingTurn = 0.0f; |
| 238 | continue; |
| 239 | } |
| 240 | |
| 241 | cooldown.mCooldownTimePendingTurn -= timeSinceLastFrame; |
| 242 | } |
| 243 | } |
| 244 | |
| 245 | PlayerEvent* PlayerEvent::getPlayerEventFromPacket(GameMap* gameMap, ODPacket& is) |
| 246 | { |