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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 03:40:14 +00:00

Apply elsid's suggestion and revert 3a888ef543cf2c2a2cc0fce5bff6449a76d57047

This commit is contained in:
Evil Eye 2023-06-10 22:04:14 +02:00
parent 583a0b4d04
commit 3c588900dd
3 changed files with 208 additions and 308 deletions

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@ -18,325 +18,253 @@ namespace MWMechanics
template <>
struct Weapon<ESM::Weapon::None>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
};
template <>
struct Weapon<ESM::Weapon::PickProbe>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1h",
/* long group */ "pickprobe",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Security,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1h",
/* long group */ "pickprobe",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Security,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
};
template <>
struct Weapon<ESM::Weapon::Spell>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "spell",
/* long group */ "spellcast",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "spell",
/* long group */ "spellcast",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::HandToHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "hh",
/* long group */ "handtohand",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "hh",
/* long group */ "handtohand",
/* sound ID */ "",
/* attach bone */ "",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::HandToHand,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::ShortBladeOneHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1s",
/* long group */ "shortbladeonehand",
/* sound ID */ "Item Weapon Shortblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 ShortBladeOneHand",
/* usage skill */ ESM::Skill::ShortBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1s",
/* long group */ "shortbladeonehand",
/* sound ID */ "Item Weapon Shortblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 ShortBladeOneHand",
/* usage skill */ ESM::Skill::ShortBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
};
template <>
struct Weapon<ESM::Weapon::LongBladeOneHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1h",
/* long group */ "weapononehand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1h",
/* long group */ "weapononehand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
};
template <>
struct Weapon<ESM::Weapon::BluntOneHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntOneHand",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntOneHand",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
};
template <>
struct Weapon<ESM::Weapon::AxeOneHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1b",
/* long group */ "bluntonehand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeOneHand",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth };
};
template <>
struct Weapon<ESM::Weapon::LongBladeTwoHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2c",
/* long group */ "weapontwohand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeTwoClose",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "2c",
/* long group */ "weapontwohand",
/* sound ID */ "Item Weapon Longblade",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 LongBladeTwoClose",
/* usage skill */ ESM::Skill::LongBlade,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::AxeTwoHand>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 AxeTwoClose",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 AxeTwoClose",
/* usage skill */ ESM::Skill::Axe,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::BluntTwoClose>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoClose",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "2b",
/* long group */ "blunttwohand",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoClose",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::BluntTwoWide>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoWide",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 BluntTwoWide",
/* usage skill */ ESM::Skill::BluntWeapon,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::SpearTwoWide>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Spear",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 SpearTwoWide",
/* usage skill */ ESM::Skill::Spear,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "2w",
/* long group */ "weapontwowide",
/* sound ID */ "Item Weapon Spear",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 SpearTwoWide",
/* usage skill */ ESM::Skill::Spear,
/* weapon class*/ ESM::WeaponType::Melee,
/* ammo type */ ESM::Weapon::None,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::MarksmanBow>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "bow",
/* long group */ "bowandarrow",
/* sound ID */ "Item Weapon Bow",
/* attach bone */ "Weapon Bone Left",
/* sheath bone */ "Bip01 MarksmanBow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Arrow,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "bow",
/* long group */ "bowandarrow",
/* sound ID */ "Item Weapon Bow",
/* attach bone */ "Weapon Bone Left",
/* sheath bone */ "Bip01 MarksmanBow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Arrow,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::MarksmanCrossbow>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "crossbow",
/* long group */ "crossbow",
/* sound ID */ "Item Weapon Crossbow",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanCrossbow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Bolt,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "crossbow",
/* long group */ "crossbow",
/* sound ID */ "Item Weapon Crossbow",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanCrossbow",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ranged,
/* ammo type */ ESM::Weapon::Bolt,
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
};
template <>
struct Weapon<ESM::Weapon::MarksmanThrown>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "1t",
/* long group */ "throwweapon",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanThrown",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Thrown,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "1t",
/* long group */ "throwweapon",
/* sound ID */ "Item Weapon Blunt",
/* attach bone */ "Weapon Bone",
/* sheath bone */ "Bip01 MarksmanThrown",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Thrown,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
};
template <>
struct Weapon<ESM::Weapon::Arrow>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "Bip01 Arrow",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "Bip01 Arrow",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
};
template <>
struct Weapon<ESM::Weapon::Bolt>
{
inline static const ESM::WeaponType& getValue()
{
static const ESM::WeaponType value{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "ArrowBone",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
return value;
}
inline static const ESM::WeaponType sValue{ /* short group */ "",
/* long group */ "",
/* sound ID */ "Item Ammo",
/* attach bone */ "ArrowBone",
/* sheath bone */ "",
/* usage skill */ ESM::Skill::Marksman,
/* weapon class*/ ESM::WeaponType::Ammo,
/* ammo type */ ESM::Weapon::None,
/* flags */ 0 };
};
MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int* weaptype)
@ -377,43 +305,43 @@ namespace MWMechanics
switch (static_cast<ESM::Weapon::Type>(weaponType))
{
case ESM::Weapon::PickProbe:
return &Weapon<ESM::Weapon::PickProbe>::getValue();
return &Weapon<ESM::Weapon::PickProbe>::sValue;
case ESM::Weapon::HandToHand:
return &Weapon<ESM::Weapon::HandToHand>::getValue();
return &Weapon<ESM::Weapon::HandToHand>::sValue;
case ESM::Weapon::Spell:
return &Weapon<ESM::Weapon::Spell>::getValue();
return &Weapon<ESM::Weapon::Spell>::sValue;
case ESM::Weapon::None:
return &Weapon<ESM::Weapon::None>::getValue();
return &Weapon<ESM::Weapon::None>::sValue;
case ESM::Weapon::ShortBladeOneHand:
return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue();
return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
case ESM::Weapon::LongBladeOneHand:
return &Weapon<ESM::Weapon::LongBladeOneHand>::getValue();
return &Weapon<ESM::Weapon::LongBladeOneHand>::sValue;
case ESM::Weapon::LongBladeTwoHand:
return &Weapon<ESM::Weapon::LongBladeTwoHand>::getValue();
return &Weapon<ESM::Weapon::LongBladeTwoHand>::sValue;
case ESM::Weapon::BluntOneHand:
return &Weapon<ESM::Weapon::BluntOneHand>::getValue();
return &Weapon<ESM::Weapon::BluntOneHand>::sValue;
case ESM::Weapon::BluntTwoClose:
return &Weapon<ESM::Weapon::BluntTwoClose>::getValue();
return &Weapon<ESM::Weapon::BluntTwoClose>::sValue;
case ESM::Weapon::BluntTwoWide:
return &Weapon<ESM::Weapon::BluntTwoWide>::getValue();
return &Weapon<ESM::Weapon::BluntTwoWide>::sValue;
case ESM::Weapon::SpearTwoWide:
return &Weapon<ESM::Weapon::SpearTwoWide>::getValue();
return &Weapon<ESM::Weapon::SpearTwoWide>::sValue;
case ESM::Weapon::AxeOneHand:
return &Weapon<ESM::Weapon::AxeOneHand>::getValue();
return &Weapon<ESM::Weapon::AxeOneHand>::sValue;
case ESM::Weapon::AxeTwoHand:
return &Weapon<ESM::Weapon::AxeTwoHand>::getValue();
return &Weapon<ESM::Weapon::AxeTwoHand>::sValue;
case ESM::Weapon::MarksmanBow:
return &Weapon<ESM::Weapon::MarksmanBow>::getValue();
return &Weapon<ESM::Weapon::MarksmanBow>::sValue;
case ESM::Weapon::MarksmanCrossbow:
return &Weapon<ESM::Weapon::MarksmanCrossbow>::getValue();
return &Weapon<ESM::Weapon::MarksmanCrossbow>::sValue;
case ESM::Weapon::MarksmanThrown:
return &Weapon<ESM::Weapon::MarksmanThrown>::getValue();
return &Weapon<ESM::Weapon::MarksmanThrown>::sValue;
case ESM::Weapon::Arrow:
return &Weapon<ESM::Weapon::Arrow>::getValue();
return &Weapon<ESM::Weapon::Arrow>::sValue;
case ESM::Weapon::Bolt:
return &Weapon<ESM::Weapon::Bolt>::getValue();
return &Weapon<ESM::Weapon::Bolt>::sValue;
}
return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue();
return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
}
}

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@ -7,34 +7,6 @@
namespace ESM
{
const RefId Skill::Block = Skill::indexToRefId(0);
const RefId Skill::Armorer = Skill::indexToRefId(1);
const RefId Skill::MediumArmor = Skill::indexToRefId(2);
const RefId Skill::HeavyArmor = Skill::indexToRefId(3);
const RefId Skill::BluntWeapon = Skill::indexToRefId(4);
const RefId Skill::LongBlade = Skill::indexToRefId(5);
const RefId Skill::Axe = Skill::indexToRefId(6);
const RefId Skill::Spear = Skill::indexToRefId(7);
const RefId Skill::Athletics = Skill::indexToRefId(8);
const RefId Skill::Enchant = Skill::indexToRefId(9);
const RefId Skill::Destruction = Skill::indexToRefId(10);
const RefId Skill::Alteration = Skill::indexToRefId(11);
const RefId Skill::Illusion = Skill::indexToRefId(12);
const RefId Skill::Conjuration = Skill::indexToRefId(13);
const RefId Skill::Mysticism = Skill::indexToRefId(14);
const RefId Skill::Restoration = Skill::indexToRefId(15);
const RefId Skill::Alchemy = Skill::indexToRefId(16);
const RefId Skill::Unarmored = Skill::indexToRefId(17);
const RefId Skill::Security = Skill::indexToRefId(18);
const RefId Skill::Sneak = Skill::indexToRefId(19);
const RefId Skill::Acrobatics = Skill::indexToRefId(20);
const RefId Skill::LightArmor = Skill::indexToRefId(21);
const RefId Skill::ShortBlade = Skill::indexToRefId(22);
const RefId Skill::Marksman = Skill::indexToRefId(23);
const RefId Skill::Mercantile = Skill::indexToRefId(24);
const RefId Skill::Speechcraft = Skill::indexToRefId(25);
const RefId Skill::HandToHand = Skill::indexToRefId(26);
const std::string Skill::sSkillNames[Length] = {
"Block",
"Armorer",

View File

@ -48,33 +48,33 @@ namespace ESM
std::string mIcon;
float mWerewolfValue{};
static const RefId Block;
static const RefId Armorer;
static const RefId MediumArmor;
static const RefId HeavyArmor;
static const RefId BluntWeapon;
static const RefId LongBlade;
static const RefId Axe;
static const RefId Spear;
static const RefId Athletics;
static const RefId Enchant;
static const RefId Destruction;
static const RefId Alteration;
static const RefId Illusion;
static const RefId Conjuration;
static const RefId Mysticism;
static const RefId Restoration;
static const RefId Alchemy;
static const RefId Unarmored;
static const RefId Security;
static const RefId Sneak;
static const RefId Acrobatics;
static const RefId LightArmor;
static const RefId ShortBlade;
static const RefId Marksman;
static const RefId Mercantile;
static const RefId Speechcraft;
static const RefId HandToHand;
static constexpr IndexRefId Block{ sRecordId, 0 };
static constexpr IndexRefId Armorer{ sRecordId, 1 };
static constexpr IndexRefId MediumArmor{ sRecordId, 2 };
static constexpr IndexRefId HeavyArmor{ sRecordId, 3 };
static constexpr IndexRefId BluntWeapon{ sRecordId, 4 };
static constexpr IndexRefId LongBlade{ sRecordId, 5 };
static constexpr IndexRefId Axe{ sRecordId, 6 };
static constexpr IndexRefId Spear{ sRecordId, 7 };
static constexpr IndexRefId Athletics{ sRecordId, 8 };
static constexpr IndexRefId Enchant{ sRecordId, 9 };
static constexpr IndexRefId Destruction{ sRecordId, 10 };
static constexpr IndexRefId Alteration{ sRecordId, 11 };
static constexpr IndexRefId Illusion{ sRecordId, 12 };
static constexpr IndexRefId Conjuration{ sRecordId, 13 };
static constexpr IndexRefId Mysticism{ sRecordId, 14 };
static constexpr IndexRefId Restoration{ sRecordId, 15 };
static constexpr IndexRefId Alchemy{ sRecordId, 16 };
static constexpr IndexRefId Unarmored{ sRecordId, 17 };
static constexpr IndexRefId Security{ sRecordId, 18 };
static constexpr IndexRefId Sneak{ sRecordId, 19 };
static constexpr IndexRefId Acrobatics{ sRecordId, 20 };
static constexpr IndexRefId LightArmor{ sRecordId, 21 };
static constexpr IndexRefId ShortBlade{ sRecordId, 22 };
static constexpr IndexRefId Marksman{ sRecordId, 23 };
static constexpr IndexRefId Mercantile{ sRecordId, 24 };
static constexpr IndexRefId Speechcraft{ sRecordId, 25 };
static constexpr IndexRefId HandToHand{ sRecordId, 26 };
static constexpr int Length = 27;
static const std::string sSkillNames[Length];