diff --git a/apps/openmw/mwmechanics/actors.cpp b/apps/openmw/mwmechanics/actors.cpp index 00350fcc22..35bca441ae 100644 --- a/apps/openmw/mwmechanics/actors.cpp +++ b/apps/openmw/mwmechanics/actors.cpp @@ -169,7 +169,7 @@ namespace MWMechanics /* Kind of a hack. Activators need a character controller to manage an idle state. */ if(ptr.getTypeName() == typeid(ESM::Activator).name() || !MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead()) - mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Alive))); + mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Idle))); else mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead))); } @@ -213,7 +213,7 @@ namespace MWMechanics if(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead()) { if(iter->second.getState() == CharState_Dead) - iter->second.setState(CharState_Alive); + iter->second.setState(CharState_Idle); updateActor(iter->first, totalDuration); if(iter->first.getTypeName() == typeid(ESM::NPC).name()) diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index 0767df130d..96221cbb8d 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -43,7 +43,7 @@ CharacterController::CharacterController(const MWWorld::Ptr &ptr, MWRender::Anim mAnimation->setController(this); switch(mState) { - case CharState_Alive: + case CharState_Idle: mCurrentGroup = "idle"; mAnimation->play(mCurrentGroup, "start"); break; @@ -164,7 +164,7 @@ void CharacterController::setState(CharacterState state) mAnimQueue.clear(); switch(mState) { - case CharState_Alive: + case CharState_Idle: mCurrentGroup = "idle"; mAnimation->play(mCurrentGroup, "start"); break; diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index cdbe439a43..992cb8f1fe 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -12,7 +12,7 @@ namespace MWMechanics { enum CharacterState { - CharState_Alive, + CharState_Idle, CharState_Dead };