mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-02-09 09:39:53 +00:00
Rename DrawState_ to DrawState and use enum class
This commit is contained in:
parent
b032a643f9
commit
841fd9618f
@ -234,7 +234,7 @@ namespace MWClass
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const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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MWMechanics::CreatureStats &stats = getCreatureStats(ptr);
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if (stats.getDrawState() != MWMechanics::DrawState_Weapon)
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if (stats.getDrawState() != MWMechanics::DrawState::Weapon)
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return;
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// Get the weapon used (if hand-to-hand, weapon = inv.end())
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@ -995,7 +995,7 @@ namespace MWClass
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else
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moveSpeed = getWalkSpeed(ptr);
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if(stats.isWerewolf() && running && stats.getDrawState() == MWMechanics::DrawState_Nothing)
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if(stats.isWerewolf() && running && stats.getDrawState() == MWMechanics::DrawState::Nothing)
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moveSpeed *= gmst.fWereWolfRunMult->mValue.getFloat();
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return moveSpeed;
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@ -416,7 +416,7 @@ namespace MWGui
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// change draw state only if the item is in player's right hand
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if (rightHand != store.end() && item == *rightHand)
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{
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState::Weapon);
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}
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}
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else if (key->type == Type_MagicItem)
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@ -432,7 +432,7 @@ namespace MWGui
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}
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store.setSelectedEnchantItem(it);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Spell);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState::Spell);
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}
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}
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else if (key->type == Type_Magic)
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@ -452,12 +452,12 @@ namespace MWGui
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store.setSelectedEnchantItem(store.end());
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MWBase::Environment::get().getWindowManager()
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->setSelectedSpell(spellId, int(MWMechanics::getSpellSuccessChance(spellId, player)));
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Spell);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState::Spell);
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}
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else if (key->type == Type_HandToHand)
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{
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store.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, player);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon);
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MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState::Weapon);
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}
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}
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@ -1376,8 +1376,8 @@ namespace MWGui
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mHud->unsetSelectedSpell();
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MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
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if (player->getDrawState() == MWMechanics::DrawState_Spell)
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player->setDrawState(MWMechanics::DrawState_Nothing);
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if (player->getDrawState() == MWMechanics::DrawState::Spell)
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player->setDrawState(MWMechanics::DrawState::Nothing);
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mSpellWindow->setTitle("#{sNone}");
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}
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@ -355,11 +355,11 @@ namespace MWInput
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(player.getPlayer()))
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return;
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MWMechanics::DrawState_ state = player.getDrawState();
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if (state == MWMechanics::DrawState_Weapon || state == MWMechanics::DrawState_Nothing)
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player.setDrawState(MWMechanics::DrawState_Spell);
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MWMechanics::DrawState state = player.getDrawState();
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if (state == MWMechanics::DrawState::Weapon || state == MWMechanics::DrawState::Nothing)
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player.setDrawState(MWMechanics::DrawState::Spell);
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else
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player.setDrawState(MWMechanics::DrawState_Nothing);
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player.setDrawState(MWMechanics::DrawState::Nothing);
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}
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void ActionManager::quickLoad()
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@ -390,11 +390,11 @@ namespace MWInput
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else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(player.getPlayer()))
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return;
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MWMechanics::DrawState_ state = player.getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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player.setDrawState(MWMechanics::DrawState_Weapon);
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MWMechanics::DrawState state = player.getDrawState();
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if (state == MWMechanics::DrawState::Spell || state == MWMechanics::DrawState::Nothing)
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player.setDrawState(MWMechanics::DrawState::Weapon);
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else
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player.setDrawState(MWMechanics::DrawState_Nothing);
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player.setDrawState(MWMechanics::DrawState::Nothing);
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}
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void ActionManager::rest()
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@ -709,8 +709,8 @@ namespace MWInput
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else
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{
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MWWorld::Player& player = MWBase::Environment::get().getWorld()->getPlayer();
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MWMechanics::DrawState_ state = player.getDrawState();
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player.setAttackingOrSpell(currentValue != 0 && state != MWMechanics::DrawState_Nothing);
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MWMechanics::DrawState state = player.getDrawState();
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player.setAttackingOrSpell(currentValue != 0 && state != MWMechanics::DrawState::Nothing);
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}
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}
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else if (action == A_Jump)
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@ -114,10 +114,10 @@ namespace MWLua
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void addActorBindings(sol::table actor, const Context& context)
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{
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actor["STANCE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{"Nothing", MWMechanics::DrawState_Nothing},
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{"Weapon", MWMechanics::DrawState_Weapon},
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{"Spell", MWMechanics::DrawState_Spell},
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actor["STANCE"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWMechanics::DrawState>({
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{"Nothing", MWMechanics::DrawState::Nothing},
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{"Weapon", MWMechanics::DrawState::Weapon},
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{"Spell", MWMechanics::DrawState::Spell},
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}));
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actor["EQUIPMENT_SLOT"] = LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, int>({
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{"Helmet", MWWorld::InventoryStore::Slot_Helmet},
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@ -22,7 +22,7 @@ namespace MWMechanics
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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// Stop if the target doesn't exist
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// Really we should be checking whether the target is currently registered with the MechanicsManager
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@ -40,7 +40,7 @@ namespace MWMechanics
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void ActionSpell::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(mSpellId);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Spell);
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if (actor.getClass().hasInventoryStore(actor))
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{
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MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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@ -64,7 +64,7 @@ namespace MWMechanics
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(std::string());
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actor.getClass().getInventoryStore(actor).setSelectedEnchantItem(mItem);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Spell);
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}
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float ActionEnchantedItem::getCombatRange(bool& isRanged) const
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@ -106,7 +106,7 @@ namespace MWMechanics
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equip.execute(actor);
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}
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}
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Weapon);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Weapon);
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}
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float ActionWeapon::getCombatRange(bool& isRanged) const
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@ -324,7 +324,7 @@ namespace MWMechanics
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static const float fHandToHandReach = gmst.find("fHandToHandReach")->mValue.getFloat();
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dist = fHandToHandReach;
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}
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else if (stats.getDrawState() == MWMechanics::DrawState_Spell)
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else if (stats.getDrawState() == MWMechanics::DrawState::Spell)
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{
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dist = 1.0f;
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if (!selectedSpellId.empty())
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@ -64,7 +64,7 @@ namespace MWMechanics
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if (!mCellId.empty() && mCellId != actor.getCell()->getCell()->getCellId().mWorldspace)
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return false; // Not in the correct cell, pause and rely on the player to go back through a teleport door
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, false);
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const MWWorld::Ptr follower = MWBase::Environment::get().getWorld()->getPtr(mTargetActorRefId, false);
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@ -72,7 +72,7 @@ bool AiFollow::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
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return false;
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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AiFollowStorage& storage = state.get<AiFollowStorage>();
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@ -44,7 +44,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
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if (target.getClass().getCreatureStats(target).isDead())
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return true;
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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//Set the target destination
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const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
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@ -68,7 +68,7 @@ namespace MWMechanics
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const osg::Vec3f targetPos(mX, mY, mZ);
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stats.setMovementFlag(CreatureStats::Flag_Run, false);
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stats.setDrawState(DrawState_Nothing);
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stats.setDrawState(DrawState::Nothing);
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// Note: we should cancel internal "return after combat" package, if original location is too far away
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if (!isWithinMaxRange(targetPos, actorPos))
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@ -196,7 +196,7 @@ namespace MWMechanics
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mRemainingDuration -= ((duration*MWBase::Environment::get().getWorld()->getTimeScaleFactor()) / 3600);
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cStats.setDrawState(DrawState_Nothing);
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cStats.setDrawState(DrawState::Nothing);
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cStats.setMovementFlag(CreatureStats::Flag_Run, false);
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ESM::Position pos = actor.getRefData().getPosition();
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@ -1104,9 +1104,9 @@ bool CharacterController::updateState(CharacterState idle)
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const MWWorld::Class &cls = mPtr.getClass();
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CreatureStats &stats = cls.getCreatureStats(mPtr);
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int weaptype = ESM::Weapon::None;
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if(stats.getDrawState() == DrawState_Weapon)
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if(stats.getDrawState() == DrawState::Weapon)
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weaptype = ESM::Weapon::HandToHand;
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else if (stats.getDrawState() == DrawState_Spell)
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else if (stats.getDrawState() == DrawState::Spell)
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weaptype = ESM::Weapon::Spell;
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const bool isWerewolf = cls.isNpc() && cls.getNpcStats(mPtr).isWerewolf();
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@ -1118,7 +1118,7 @@ bool CharacterController::updateState(CharacterState idle)
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{
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MWWorld::InventoryStore &inv = cls.getInventoryStore(mPtr);
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MWWorld::ContainerStoreIterator weapon = getActiveWeapon(mPtr, &weaptype);
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if(stats.getDrawState() == DrawState_Spell)
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if(stats.getDrawState() == DrawState::Spell)
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weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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if(weapon != inv.end() && mWeaponType != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::HandToHand && weaptype != ESM::Weapon::Spell && weaptype != ESM::Weapon::None)
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@ -1910,7 +1910,7 @@ void CharacterController::update(float duration)
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else if (canMove)
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{
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float targetMovementAngle = vec.y() >= 0 ? std::atan2(-vec.x(), vec.y()) : std::atan2(vec.x(), -vec.y());
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movementSettings.mIsStrafing = (stats.getDrawState() != MWMechanics::DrawState_Nothing || inwater)
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movementSettings.mIsStrafing = (stats.getDrawState() != MWMechanics::DrawState::Nothing || inwater)
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&& std::abs(targetMovementAngle) > osg::DegreesToRadians(60.0f);
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if (movementSettings.mIsStrafing)
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targetMovementAngle = 0;
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@ -1929,7 +1929,7 @@ void CharacterController::update(float duration)
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}
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mAnimation->setLegsYawRadians(stats.getSideMovementAngle());
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if (stats.getDrawState() == MWMechanics::DrawState_Nothing || inwater)
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if (stats.getDrawState() == MWMechanics::DrawState::Nothing || inwater)
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mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 2);
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else
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mAnimation->setUpperBodyYawRadians(stats.getSideMovementAngle() / 4);
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@ -19,7 +19,7 @@ namespace MWMechanics
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int CreatureStats::sActorId = 0;
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CreatureStats::CreatureStats()
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: mDrawState (DrawState_Nothing), mDead (false), mDeathAnimationFinished(false), mDied (false), mMurdered(false), mFriendlyHits (0),
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: mDrawState (DrawState::Nothing), mDead (false), mDeathAnimationFinished(false), mDied (false), mMurdered(false), mFriendlyHits (0),
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mTalkedTo (false), mAlarmed (false), mAttacked (false),
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mKnockdown(false), mKnockdownOneFrame(false), mKnockdownOverOneFrame(false),
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mHitRecovery(false), mBlock(false), mMovementFlags(0),
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@ -499,12 +499,12 @@ namespace MWMechanics
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}
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}
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DrawState_ CreatureStats::getDrawState() const
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DrawState CreatureStats::getDrawState() const
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{
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return mDrawState;
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}
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void CreatureStats::setDrawState(DrawState_ state)
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void CreatureStats::setDrawState(DrawState state)
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{
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mDrawState = state;
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}
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@ -542,7 +542,7 @@ namespace MWMechanics
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state.mLastHitObject = mLastHitObject;
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state.mLastHitAttemptObject = mLastHitAttemptObject;
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state.mRecalcDynamicStats = false;
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state.mDrawState = mDrawState;
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state.mDrawState = static_cast<int>(mDrawState);
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state.mLevel = mLevel;
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state.mActorId = mActorId;
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state.mDeathAnimation = mDeathAnimation;
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@ -596,7 +596,7 @@ namespace MWMechanics
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mFallHeight = state.mFallHeight;
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mLastHitObject = state.mLastHitObject;
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mLastHitAttemptObject = state.mLastHitAttemptObject;
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mDrawState = DrawState_(state.mDrawState);
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mDrawState = DrawState(state.mDrawState);
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mLevel = state.mLevel;
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mActorId = state.mActorId;
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mDeathAnimation = state.mDeathAnimation;
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@ -38,7 +38,7 @@ namespace MWMechanics
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class CreatureStats
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{
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static int sActorId;
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DrawState_ mDrawState;
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DrawState mDrawState;
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AttributeValue mAttributes[ESM::Attribute::Length];
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DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
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Spells mSpells;
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@ -98,8 +98,8 @@ namespace MWMechanics
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public:
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CreatureStats();
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DrawState_ getDrawState() const;
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void setDrawState(DrawState_ state);
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DrawState getDrawState() const;
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void setDrawState(DrawState state);
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void recalculateMagicka();
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@ -3,12 +3,12 @@
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namespace MWMechanics
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{
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/// \note The _ suffix is required to avoid a collision with a Windoze macro. Die, Microsoft! Die!
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enum DrawState_
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enum class DrawState
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{
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DrawState_Nothing = 0,
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DrawState_Weapon = 1,
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DrawState_Spell = 2
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Nothing = 0,
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Weapon = 1,
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Spell = 2
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};
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}
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@ -571,7 +571,7 @@ namespace MWMechanics
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x += fDispDiseaseMod;
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static const float fDispWeaponDrawn = gmst.find("fDispWeaponDrawn")->mValue.getFloat();
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if (playerStats.getDrawState() == MWMechanics::DrawState_Weapon)
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if (playerStats.getDrawState() == MWMechanics::DrawState::Weapon)
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x += fDispWeaponDrawn;
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x += ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Charm).getMagnitude();
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@ -1789,8 +1789,8 @@ namespace MWMechanics
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MWWorld::Player* player = &MWBase::Environment::get().getWorld()->getPlayer();
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// Werewolfs can not cast spells, so we need to unset the prepared spell if there is one.
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if (npcStats.getDrawState() == MWMechanics::DrawState_Spell)
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npcStats.setDrawState(MWMechanics::DrawState_Nothing);
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if (npcStats.getDrawState() == MWMechanics::DrawState::Spell)
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npcStats.setDrawState(MWMechanics::DrawState::Nothing);
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npcStats.setWerewolf(werewolf);
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@ -190,7 +190,7 @@ namespace
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// change draw state only if the item is in player's right hand
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if (slot == MWWorld::InventoryStore::Slot_CarriedRight)
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player.setDrawState(MWMechanics::DrawState_Weapon);
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player.setDrawState(MWMechanics::DrawState::Weapon);
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if (prevItem != store.end())
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player.setPreviousItem(itemId, prevItem->getCellRef().getRefId());
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@ -249,7 +249,7 @@ namespace MWMechanics
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return 0.f;
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// Enemy doesn't attack
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if (stats.getDrawState() != MWMechanics::DrawState_Weapon)
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if (stats.getDrawState() != MWMechanics::DrawState::Weapon)
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return 0.f;
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break;
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@ -270,7 +270,7 @@ namespace MWMechanics
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return 0.f;
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// Enemy doesn't cast spells
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if (stats.getDrawState() != MWMechanics::DrawState_Spell)
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if (stats.getDrawState() != MWMechanics::DrawState::Spell)
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return 0.f;
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break;
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@ -288,7 +288,7 @@ namespace MWMechanics
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return 0.f;
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// Enemy doesn't cast spells
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||||
if (stats.getDrawState() != MWMechanics::DrawState_Spell)
|
||||
if (stats.getDrawState() != MWMechanics::DrawState::Spell)
|
||||
return 0.f;
|
||||
break;
|
||||
}
|
||||
|
@ -11,13 +11,13 @@ namespace MWMechanics
|
||||
{
|
||||
MWWorld::InventoryStore &inv = actor.getClass().getInventoryStore(actor);
|
||||
CreatureStats &stats = actor.getClass().getCreatureStats(actor);
|
||||
if(stats.getDrawState() == MWMechanics::DrawState_Spell)
|
||||
if(stats.getDrawState() == MWMechanics::DrawState::Spell)
|
||||
{
|
||||
*weaptype = ESM::Weapon::Spell;
|
||||
return inv.end();
|
||||
}
|
||||
|
||||
if(stats.getDrawState() == MWMechanics::DrawState_Weapon)
|
||||
if(stats.getDrawState() == MWMechanics::DrawState::Weapon)
|
||||
{
|
||||
MWWorld::ContainerStoreIterator weapon = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
||||
if(weapon == inv.end())
|
||||
|
@ -178,7 +178,7 @@ bool ActorAnimation::updateCarriedLeftVisible(const int weaptype) const
|
||||
const MWWorld::ConstContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
|
||||
if (shield != inv.end() && shield->getType() == ESM::Armor::sRecordId && !getSheathedShieldMesh(*shield).empty())
|
||||
{
|
||||
if(stats.getDrawState() != MWMechanics::DrawState_Weapon)
|
||||
if(stats.getDrawState() != MWMechanics::DrawState::Weapon)
|
||||
return false;
|
||||
|
||||
if (weapon != inv.end())
|
||||
|
@ -783,7 +783,7 @@ namespace MWScript
|
||||
MWWorld::Ptr ptr = R()(runtime);
|
||||
|
||||
runtime.push((ptr.getClass().hasInventoryStore(ptr) || ptr.getClass().isBipedal(ptr)) &&
|
||||
ptr.getClass().getCreatureStats (ptr).getDrawState () == MWMechanics::DrawState_Weapon);
|
||||
ptr.getClass().getCreatureStats (ptr).getDrawState () == MWMechanics::DrawState::Weapon);
|
||||
}
|
||||
};
|
||||
|
||||
@ -796,7 +796,7 @@ namespace MWScript
|
||||
{
|
||||
MWWorld::Ptr ptr = R()(runtime);
|
||||
|
||||
runtime.push(ptr.getClass().getCreatureStats (ptr).getDrawState () == MWMechanics::DrawState_Spell);
|
||||
runtime.push(ptr.getClass().getCreatureStats (ptr).getDrawState () == MWMechanics::DrawState::Spell);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -152,7 +152,7 @@ namespace MWWorld
|
||||
return mSign;
|
||||
}
|
||||
|
||||
void Player::setDrawState (MWMechanics::DrawState_ state)
|
||||
void Player::setDrawState (MWMechanics::DrawState state)
|
||||
{
|
||||
MWWorld::Ptr ptr = getPlayer();
|
||||
ptr.getClass().getNpcStats(ptr).setDrawState (state);
|
||||
@ -229,7 +229,7 @@ namespace MWWorld
|
||||
ptr.getClass().getMovementSettings(ptr).mRotation[1] += roll;
|
||||
}
|
||||
|
||||
MWMechanics::DrawState_ Player::getDrawState()
|
||||
MWMechanics::DrawState Player::getDrawState()
|
||||
{
|
||||
MWWorld::Ptr ptr = getPlayer();
|
||||
return ptr.getClass().getNpcStats(ptr).getDrawState();
|
||||
|
@ -86,8 +86,8 @@ namespace MWWorld
|
||||
void setBirthSign(const std::string &sign);
|
||||
const std::string &getBirthSign() const;
|
||||
|
||||
void setDrawState (MWMechanics::DrawState_ state);
|
||||
MWMechanics::DrawState_ getDrawState(); /// \todo constness
|
||||
void setDrawState (MWMechanics::DrawState state);
|
||||
MWMechanics::DrawState getDrawState(); /// \todo constness
|
||||
|
||||
/// Activate the object under the crosshair, if any
|
||||
void activate();
|
||||
|
@ -3619,7 +3619,7 @@ namespace MWWorld
|
||||
mPlayer->setAttackingOrSpell(false);
|
||||
}
|
||||
|
||||
mPlayer->setDrawState(MWMechanics::DrawState_Nothing);
|
||||
mPlayer->setDrawState(MWMechanics::DrawState::Nothing);
|
||||
mGoToJail = false;
|
||||
|
||||
MWBase::Environment::get().getWindowManager()->removeGuiMode(MWGui::GM_Dialogue);
|
||||
|
Loading…
x
Reference in New Issue
Block a user