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OpenMW/apps/openmw/mwmechanics/weaponpriority.hpp
Andrei Kortunov f0cef772fa Refactor weapon types behaviour
1. Move weapon types behaviour from switches to the table (should allow
us to de-hardcode weapon types later)
2. Gereralize bones injection to actors skeletons (instead of using the
hardcoded xbase_anim_sh.nif)
2019-08-09 19:40:27 +04:00

20 lines
701 B
C++

#ifndef OPENMW_WEAPON_PRIORITY_H
#define OPENMW_WEAPON_PRIORITY_H
#include <components/esm/loadweap.hpp>
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
float rateWeapon (const MWWorld::Ptr& item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy,
int type=-1, float arrowRating=0.f, float boltRating=0.f);
float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, int ammoType);
float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, int ammoType);
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
}
#endif