#include #include "../mwbase/environment.hpp" #include "../mwmechanics/mechanicsmanagerimp.hpp" #include "../mwmechanics/movement.hpp" #include "../mwmechanics/npcstats.hpp" #include "../mwrender/animation.hpp" #include "../mwworld/class.hpp" #include "../mwworld/worldimp.hpp" #include "DedicatedActor.hpp" using namespace mwmp; using namespace std; DedicatedActor::DedicatedActor() { } DedicatedActor::~DedicatedActor() { } void DedicatedActor::update(float dt) { move(dt); setDrawState(); setAnimation(); } void DedicatedActor::move(float dt) { MWBase::World *world = MWBase::Environment::get().getWorld(); world->moveObject(ptr, position.pos[0], position.pos[1], position.pos[2]); world->rotateObject(ptr, position.rot[0], position.rot[1], position.rot[2]); } void DedicatedActor::setDrawState() { using namespace MWMechanics; if (drawState == 0) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Nothing); else if (drawState == 1) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Weapon); else if (drawState == 2) ptr.getClass().getNpcStats(ptr).setDrawState(DrawState_Spell); } void DedicatedActor::setAnimation() { if (hasAnimation) { MWBase::Environment::get().getMechanicsManager()->playAnimationGroup(ptr, animation.groupname, animation.mode, animation.count, animation.persist); } } MWWorld::Ptr DedicatedActor::getPtr() { return ptr; } void DedicatedActor::setPtr(const MWWorld::Ptr& newPtr) { ptr = newPtr; }