1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-02-01 02:15:32 +00:00

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. */ /* Kind of a hack. Activators need a character controller to manage an idle state. */
if(ptr.getTypeName() == typeid(ESM::Activator).name() || if(ptr.getTypeName() == typeid(ESM::Activator).name() ||
!MWWorld::Class::get(ptr).getCreatureStats(ptr).isDead()) !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 else
mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Dead))); 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(!MWWorld::Class::get(iter->first).getCreatureStats(iter->first).isDead())
{ {
if(iter->second.getState() == CharState_Dead) if(iter->second.getState() == CharState_Dead)
iter->second.setState(CharState_Alive); iter->second.setState(CharState_Idle);
updateActor(iter->first, totalDuration); updateActor(iter->first, totalDuration);
if(iter->first.getTypeName() == typeid(ESM::NPC).name()) 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); mAnimation->setController(this);
switch(mState) switch(mState)
{ {
case CharState_Alive: case CharState_Idle:
mCurrentGroup = "idle"; mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start"); mAnimation->play(mCurrentGroup, "start");
break; break;
@ -164,7 +164,7 @@ void CharacterController::setState(CharacterState state)
mAnimQueue.clear(); mAnimQueue.clear();
switch(mState) switch(mState)
{ {
case CharState_Alive: case CharState_Idle:
mCurrentGroup = "idle"; mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start"); mAnimation->play(mCurrentGroup, "start");
break; break;

View file

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