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Rename CharState_Alive back to CharState_Idle

This commit is contained in:
Chris Robinson 2013-01-18 13:43:45 -08:00
parent 613529f1d6
commit 5cafc24ee2
3 changed files with 5 additions and 5 deletions

View file

@ -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())

View file

@ -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;

View file

@ -12,7 +12,7 @@ namespace MWMechanics
{
enum CharacterState {
CharState_Alive,
CharState_Idle,
CharState_Dead
};