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Apply elsid's suggestion and revert 3a888ef543cf2c2a2cc0fce5bff6449a76d57047
This commit is contained in:
parent
583a0b4d04
commit
3c588900dd
@ -18,325 +18,253 @@ namespace MWMechanics
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template <>
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template <>
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struct Weapon<ESM::Weapon::None>
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struct Weapon<ESM::Weapon::None>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "",
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{
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/* long group */ "",
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static const ESM::WeaponType value{ /* short group */ "",
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/* sound ID */ "",
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/* long group */ "",
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/* attach bone */ "",
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/* sound ID */ "",
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/* sheath bone */ "",
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/* attach bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* sheath bone */ "",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::HandToHand,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ 0 };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0 };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::PickProbe>
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struct Weapon<ESM::Weapon::PickProbe>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "1h",
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{
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/* long group */ "pickprobe",
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static const ESM::WeaponType value{ /* short group */ "1h",
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/* sound ID */ "",
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/* long group */ "pickprobe",
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/* attach bone */ "",
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/* sound ID */ "",
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/* sheath bone */ "",
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/* attach bone */ "",
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/* usage skill */ ESM::Skill::Security,
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/* sheath bone */ "",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::Security,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ 0 };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ 0 };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::Spell>
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struct Weapon<ESM::Weapon::Spell>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "spell",
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{
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/* long group */ "spellcast",
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static const ESM::WeaponType value{ /* short group */ "spell",
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/* sound ID */ "",
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/* long group */ "spellcast",
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/* attach bone */ "",
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/* sound ID */ "",
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/* sheath bone */ "",
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/* attach bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* sheath bone */ "",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::HandToHand,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::HandToHand>
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struct Weapon<ESM::Weapon::HandToHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "hh",
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{
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/* long group */ "handtohand",
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static const ESM::WeaponType value{ /* short group */ "hh",
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/* sound ID */ "",
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/* long group */ "handtohand",
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/* attach bone */ "",
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/* sound ID */ "",
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/* sheath bone */ "",
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/* attach bone */ "",
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/* usage skill */ ESM::Skill::HandToHand,
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/* sheath bone */ "",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::HandToHand,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::ShortBladeOneHand>
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struct Weapon<ESM::Weapon::ShortBladeOneHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "1s",
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{
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/* long group */ "shortbladeonehand",
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static const ESM::WeaponType value{ /* short group */ "1s",
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/* sound ID */ "Item Weapon Shortblade",
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/* long group */ "shortbladeonehand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Shortblade",
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/* sheath bone */ "Bip01 ShortBladeOneHand",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::ShortBlade,
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/* sheath bone */ "Bip01 ShortBladeOneHand",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::ShortBlade,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::LongBladeOneHand>
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struct Weapon<ESM::Weapon::LongBladeOneHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "1h",
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{
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/* long group */ "weapononehand",
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static const ESM::WeaponType value{ /* short group */ "1h",
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/* sound ID */ "Item Weapon Longblade",
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/* long group */ "weapononehand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Longblade",
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::LongBlade,
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::LongBlade,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::BluntOneHand>
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struct Weapon<ESM::Weapon::BluntOneHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "1b",
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{
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/* long group */ "bluntonehand",
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static const ESM::WeaponType value{ /* short group */ "1b",
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/* sound ID */ "Item Weapon Blunt",
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/* long group */ "bluntonehand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Blunt",
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/* sheath bone */ "Bip01 BluntOneHand",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* sheath bone */ "Bip01 BluntOneHand",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::AxeOneHand>
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struct Weapon<ESM::Weapon::AxeOneHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "1b",
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{
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/* long group */ "bluntonehand",
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static const ESM::WeaponType value{ /* short group */ "1b",
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/* sound ID */ "Item Weapon Blunt",
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/* long group */ "bluntonehand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Blunt",
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::Axe,
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/* sheath bone */ "Bip01 LongBladeOneHand",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::Axe,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::LongBladeTwoHand>
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struct Weapon<ESM::Weapon::LongBladeTwoHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "2c",
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{
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/* long group */ "weapontwohand",
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static const ESM::WeaponType value{ /* short group */ "2c",
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/* sound ID */ "Item Weapon Longblade",
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/* long group */ "weapontwohand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Longblade",
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/* sheath bone */ "Bip01 LongBladeTwoClose",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::LongBlade,
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/* sheath bone */ "Bip01 LongBladeTwoClose",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::LongBlade,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::AxeTwoHand>
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struct Weapon<ESM::Weapon::AxeTwoHand>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "2b",
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{
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/* long group */ "blunttwohand",
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static const ESM::WeaponType value{ /* short group */ "2b",
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/* sound ID */ "Item Weapon Blunt",
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/* long group */ "blunttwohand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Blunt",
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/* sheath bone */ "Bip01 AxeTwoClose",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::Axe,
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/* sheath bone */ "Bip01 AxeTwoClose",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::Axe,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::BluntTwoClose>
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struct Weapon<ESM::Weapon::BluntTwoClose>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "2b",
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{
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/* long group */ "blunttwohand",
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static const ESM::WeaponType value{ /* short group */ "2b",
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/* sound ID */ "Item Weapon Blunt",
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/* long group */ "blunttwohand",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Blunt",
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/* sheath bone */ "Bip01 BluntTwoClose",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* sheath bone */ "Bip01 BluntTwoClose",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::BluntTwoWide>
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struct Weapon<ESM::Weapon::BluntTwoWide>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "2w",
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{
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/* long group */ "weapontwowide",
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static const ESM::WeaponType value{ /* short group */ "2w",
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/* sound ID */ "Item Weapon Blunt",
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/* long group */ "weapontwowide",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Blunt",
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/* sheath bone */ "Bip01 BluntTwoWide",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* sheath bone */ "Bip01 BluntTwoWide",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::BluntWeapon,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::SpearTwoWide>
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struct Weapon<ESM::Weapon::SpearTwoWide>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "2w",
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{
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/* long group */ "weapontwowide",
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static const ESM::WeaponType value{ /* short group */ "2w",
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/* sound ID */ "Item Weapon Spear",
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/* long group */ "weapontwowide",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Spear",
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/* sheath bone */ "Bip01 SpearTwoWide",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::Spear,
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/* sheath bone */ "Bip01 SpearTwoWide",
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/* weapon class*/ ESM::WeaponType::Melee,
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/* usage skill */ ESM::Skill::Spear,
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/* ammo type */ ESM::Weapon::None,
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/* weapon class*/ ESM::WeaponType::Melee,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::None,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::MarksmanBow>
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struct Weapon<ESM::Weapon::MarksmanBow>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "bow",
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{
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/* long group */ "bowandarrow",
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static const ESM::WeaponType value{ /* short group */ "bow",
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/* sound ID */ "Item Weapon Bow",
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/* long group */ "bowandarrow",
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/* attach bone */ "Weapon Bone Left",
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/* sound ID */ "Item Weapon Bow",
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/* sheath bone */ "Bip01 MarksmanBow",
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/* attach bone */ "Weapon Bone Left",
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/* usage skill */ ESM::Skill::Marksman,
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/* sheath bone */ "Bip01 MarksmanBow",
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* usage skill */ ESM::Skill::Marksman,
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/* ammo type */ ESM::Weapon::Arrow,
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::Arrow,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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return value;
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}
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};
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};
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template <>
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template <>
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struct Weapon<ESM::Weapon::MarksmanCrossbow>
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struct Weapon<ESM::Weapon::MarksmanCrossbow>
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{
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{
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inline static const ESM::WeaponType& getValue()
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inline static const ESM::WeaponType sValue{ /* short group */ "crossbow",
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{
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/* long group */ "crossbow",
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static const ESM::WeaponType value{ /* short group */ "crossbow",
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/* sound ID */ "Item Weapon Crossbow",
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/* long group */ "crossbow",
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/* attach bone */ "Weapon Bone",
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/* sound ID */ "Item Weapon Crossbow",
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/* sheath bone */ "Bip01 MarksmanCrossbow",
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/* attach bone */ "Weapon Bone",
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/* usage skill */ ESM::Skill::Marksman,
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/* sheath bone */ "Bip01 MarksmanCrossbow",
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* usage skill */ ESM::Skill::Marksman,
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/* ammo type */ ESM::Weapon::Bolt,
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/* weapon class*/ ESM::WeaponType::Ranged,
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/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
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/* ammo type */ ESM::Weapon::Bolt,
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|
||||||
/* flags */ ESM::WeaponType::HasHealth | ESM::WeaponType::TwoHanded };
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
template <>
|
template <>
|
||||||
struct Weapon<ESM::Weapon::MarksmanThrown>
|
struct Weapon<ESM::Weapon::MarksmanThrown>
|
||||||
{
|
{
|
||||||
inline static const ESM::WeaponType& getValue()
|
inline static const ESM::WeaponType sValue{ /* short group */ "1t",
|
||||||
{
|
/* long group */ "throwweapon",
|
||||||
static const ESM::WeaponType value{ /* short group */ "1t",
|
/* sound ID */ "Item Weapon Blunt",
|
||||||
/* long group */ "throwweapon",
|
/* attach bone */ "Weapon Bone",
|
||||||
/* sound ID */ "Item Weapon Blunt",
|
/* sheath bone */ "Bip01 MarksmanThrown",
|
||||||
/* attach bone */ "Weapon Bone",
|
/* usage skill */ ESM::Skill::Marksman,
|
||||||
/* sheath bone */ "Bip01 MarksmanThrown",
|
/* weapon class*/ ESM::WeaponType::Thrown,
|
||||||
/* usage skill */ ESM::Skill::Marksman,
|
/* ammo type */ ESM::Weapon::None,
|
||||||
/* weapon class*/ ESM::WeaponType::Thrown,
|
/* flags */ 0 };
|
||||||
/* ammo type */ ESM::Weapon::None,
|
|
||||||
/* flags */ 0 };
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
template <>
|
template <>
|
||||||
struct Weapon<ESM::Weapon::Arrow>
|
struct Weapon<ESM::Weapon::Arrow>
|
||||||
{
|
{
|
||||||
inline static const ESM::WeaponType& getValue()
|
inline static const ESM::WeaponType sValue{ /* short group */ "",
|
||||||
{
|
/* long group */ "",
|
||||||
static const ESM::WeaponType value{ /* short group */ "",
|
/* sound ID */ "Item Ammo",
|
||||||
/* long group */ "",
|
/* attach bone */ "Bip01 Arrow",
|
||||||
/* sound ID */ "Item Ammo",
|
/* sheath bone */ "",
|
||||||
/* attach bone */ "Bip01 Arrow",
|
/* usage skill */ ESM::Skill::Marksman,
|
||||||
/* sheath bone */ "",
|
/* weapon class*/ ESM::WeaponType::Ammo,
|
||||||
/* usage skill */ ESM::Skill::Marksman,
|
/* ammo type */ ESM::Weapon::None,
|
||||||
/* weapon class*/ ESM::WeaponType::Ammo,
|
/* flags */ 0 };
|
||||||
/* ammo type */ ESM::Weapon::None,
|
|
||||||
/* flags */ 0 };
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
template <>
|
template <>
|
||||||
struct Weapon<ESM::Weapon::Bolt>
|
struct Weapon<ESM::Weapon::Bolt>
|
||||||
{
|
{
|
||||||
inline static const ESM::WeaponType& getValue()
|
inline static const ESM::WeaponType sValue{ /* short group */ "",
|
||||||
{
|
/* long group */ "",
|
||||||
static const ESM::WeaponType value{ /* short group */ "",
|
/* sound ID */ "Item Ammo",
|
||||||
/* long group */ "",
|
/* attach bone */ "ArrowBone",
|
||||||
/* sound ID */ "Item Ammo",
|
/* sheath bone */ "",
|
||||||
/* attach bone */ "ArrowBone",
|
/* usage skill */ ESM::Skill::Marksman,
|
||||||
/* sheath bone */ "",
|
/* weapon class*/ ESM::WeaponType::Ammo,
|
||||||
/* usage skill */ ESM::Skill::Marksman,
|
/* ammo type */ ESM::Weapon::None,
|
||||||
/* weapon class*/ ESM::WeaponType::Ammo,
|
/* flags */ 0 };
|
||||||
/* ammo type */ ESM::Weapon::None,
|
|
||||||
/* flags */ 0 };
|
|
||||||
return value;
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int* weaptype)
|
MWWorld::ContainerStoreIterator getActiveWeapon(const MWWorld::Ptr& actor, int* weaptype)
|
||||||
@ -377,43 +305,43 @@ namespace MWMechanics
|
|||||||
switch (static_cast<ESM::Weapon::Type>(weaponType))
|
switch (static_cast<ESM::Weapon::Type>(weaponType))
|
||||||
{
|
{
|
||||||
case ESM::Weapon::PickProbe:
|
case ESM::Weapon::PickProbe:
|
||||||
return &Weapon<ESM::Weapon::PickProbe>::getValue();
|
return &Weapon<ESM::Weapon::PickProbe>::sValue;
|
||||||
case ESM::Weapon::HandToHand:
|
case ESM::Weapon::HandToHand:
|
||||||
return &Weapon<ESM::Weapon::HandToHand>::getValue();
|
return &Weapon<ESM::Weapon::HandToHand>::sValue;
|
||||||
case ESM::Weapon::Spell:
|
case ESM::Weapon::Spell:
|
||||||
return &Weapon<ESM::Weapon::Spell>::getValue();
|
return &Weapon<ESM::Weapon::Spell>::sValue;
|
||||||
case ESM::Weapon::None:
|
case ESM::Weapon::None:
|
||||||
return &Weapon<ESM::Weapon::None>::getValue();
|
return &Weapon<ESM::Weapon::None>::sValue;
|
||||||
case ESM::Weapon::ShortBladeOneHand:
|
case ESM::Weapon::ShortBladeOneHand:
|
||||||
return &Weapon<ESM::Weapon::ShortBladeOneHand>::getValue();
|
return &Weapon<ESM::Weapon::ShortBladeOneHand>::sValue;
|
||||||
case ESM::Weapon::LongBladeOneHand:
|
case ESM::Weapon::LongBladeOneHand:
|
||||||
return &Weapon<ESM::Weapon::LongBladeOneHand>::getValue();
|
return &Weapon<ESM::Weapon::LongBladeOneHand>::sValue;
|
||||||
case ESM::Weapon::LongBladeTwoHand:
|
case ESM::Weapon::LongBladeTwoHand:
|
||||||
return &Weapon<ESM::Weapon::LongBladeTwoHand>::getValue();
|
return &Weapon<ESM::Weapon::LongBladeTwoHand>::sValue;
|
||||||
case ESM::Weapon::BluntOneHand:
|
case ESM::Weapon::BluntOneHand:
|
||||||
return &Weapon<ESM::Weapon::BluntOneHand>::getValue();
|
return &Weapon<ESM::Weapon::BluntOneHand>::sValue;
|
||||||
case ESM::Weapon::BluntTwoClose:
|
case ESM::Weapon::BluntTwoClose:
|
||||||
return &Weapon<ESM::Weapon::BluntTwoClose>::getValue();
|
return &Weapon<ESM::Weapon::BluntTwoClose>::sValue;
|
||||||
case ESM::Weapon::BluntTwoWide:
|
case ESM::Weapon::BluntTwoWide:
|
||||||
return &Weapon<ESM::Weapon::BluntTwoWide>::getValue();
|
return &Weapon<ESM::Weapon::BluntTwoWide>::sValue;
|
||||||
case ESM::Weapon::SpearTwoWide:
|
case ESM::Weapon::SpearTwoWide:
|
||||||
return &Weapon<ESM::Weapon::SpearTwoWide>::getValue();
|
return &Weapon<ESM::Weapon::SpearTwoWide>::sValue;
|
||||||
case ESM::Weapon::AxeOneHand:
|
case ESM::Weapon::AxeOneHand:
|
||||||
return &Weapon<ESM::Weapon::AxeOneHand>::getValue();
|
return &Weapon<ESM::Weapon::AxeOneHand>::sValue;
|
||||||
case ESM::Weapon::AxeTwoHand:
|
case ESM::Weapon::AxeTwoHand:
|
||||||
return &Weapon<ESM::Weapon::AxeTwoHand>::getValue();
|
return &Weapon<ESM::Weapon::AxeTwoHand>::sValue;
|
||||||
case ESM::Weapon::MarksmanBow:
|
case ESM::Weapon::MarksmanBow:
|
||||||
return &Weapon<ESM::Weapon::MarksmanBow>::getValue();
|
return &Weapon<ESM::Weapon::MarksmanBow>::sValue;
|
||||||
case ESM::Weapon::MarksmanCrossbow:
|
case ESM::Weapon::MarksmanCrossbow:
|
||||||
return &Weapon<ESM::Weapon::MarksmanCrossbow>::getValue();
|
return &Weapon<ESM::Weapon::MarksmanCrossbow>::sValue;
|
||||||
case ESM::Weapon::MarksmanThrown:
|
case ESM::Weapon::MarksmanThrown:
|
||||||
return &Weapon<ESM::Weapon::MarksmanThrown>::getValue();
|
return &Weapon<ESM::Weapon::MarksmanThrown>::sValue;
|
||||||
case ESM::Weapon::Arrow:
|
case ESM::Weapon::Arrow:
|
||||||
return &Weapon<ESM::Weapon::Arrow>::getValue();
|
return &Weapon<ESM::Weapon::Arrow>::sValue;
|
||||||
case ESM::Weapon::Bolt:
|
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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,34 +7,6 @@
|
|||||||
|
|
||||||
namespace ESM
|
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] = {
|
const std::string Skill::sSkillNames[Length] = {
|
||||||
"Block",
|
"Block",
|
||||||
"Armorer",
|
"Armorer",
|
||||||
|
@ -48,33 +48,33 @@ namespace ESM
|
|||||||
std::string mIcon;
|
std::string mIcon;
|
||||||
float mWerewolfValue{};
|
float mWerewolfValue{};
|
||||||
|
|
||||||
static const RefId Block;
|
static constexpr IndexRefId Block{ sRecordId, 0 };
|
||||||
static const RefId Armorer;
|
static constexpr IndexRefId Armorer{ sRecordId, 1 };
|
||||||
static const RefId MediumArmor;
|
static constexpr IndexRefId MediumArmor{ sRecordId, 2 };
|
||||||
static const RefId HeavyArmor;
|
static constexpr IndexRefId HeavyArmor{ sRecordId, 3 };
|
||||||
static const RefId BluntWeapon;
|
static constexpr IndexRefId BluntWeapon{ sRecordId, 4 };
|
||||||
static const RefId LongBlade;
|
static constexpr IndexRefId LongBlade{ sRecordId, 5 };
|
||||||
static const RefId Axe;
|
static constexpr IndexRefId Axe{ sRecordId, 6 };
|
||||||
static const RefId Spear;
|
static constexpr IndexRefId Spear{ sRecordId, 7 };
|
||||||
static const RefId Athletics;
|
static constexpr IndexRefId Athletics{ sRecordId, 8 };
|
||||||
static const RefId Enchant;
|
static constexpr IndexRefId Enchant{ sRecordId, 9 };
|
||||||
static const RefId Destruction;
|
static constexpr IndexRefId Destruction{ sRecordId, 10 };
|
||||||
static const RefId Alteration;
|
static constexpr IndexRefId Alteration{ sRecordId, 11 };
|
||||||
static const RefId Illusion;
|
static constexpr IndexRefId Illusion{ sRecordId, 12 };
|
||||||
static const RefId Conjuration;
|
static constexpr IndexRefId Conjuration{ sRecordId, 13 };
|
||||||
static const RefId Mysticism;
|
static constexpr IndexRefId Mysticism{ sRecordId, 14 };
|
||||||
static const RefId Restoration;
|
static constexpr IndexRefId Restoration{ sRecordId, 15 };
|
||||||
static const RefId Alchemy;
|
static constexpr IndexRefId Alchemy{ sRecordId, 16 };
|
||||||
static const RefId Unarmored;
|
static constexpr IndexRefId Unarmored{ sRecordId, 17 };
|
||||||
static const RefId Security;
|
static constexpr IndexRefId Security{ sRecordId, 18 };
|
||||||
static const RefId Sneak;
|
static constexpr IndexRefId Sneak{ sRecordId, 19 };
|
||||||
static const RefId Acrobatics;
|
static constexpr IndexRefId Acrobatics{ sRecordId, 20 };
|
||||||
static const RefId LightArmor;
|
static constexpr IndexRefId LightArmor{ sRecordId, 21 };
|
||||||
static const RefId ShortBlade;
|
static constexpr IndexRefId ShortBlade{ sRecordId, 22 };
|
||||||
static const RefId Marksman;
|
static constexpr IndexRefId Marksman{ sRecordId, 23 };
|
||||||
static const RefId Mercantile;
|
static constexpr IndexRefId Mercantile{ sRecordId, 24 };
|
||||||
static const RefId Speechcraft;
|
static constexpr IndexRefId Speechcraft{ sRecordId, 25 };
|
||||||
static const RefId HandToHand;
|
static constexpr IndexRefId HandToHand{ sRecordId, 26 };
|
||||||
static constexpr int Length = 27;
|
static constexpr int Length = 27;
|
||||||
static const std::string sSkillNames[Length];
|
static const std::string sSkillNames[Length];
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user