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Rename CharState_Idle to CharState_Alive

This commit is contained in:
Chris Robinson 2013-01-17 21:07:36 -08:00
parent 8720433fa9
commit 9d7ccfda1f
3 changed files with 5 additions and 6 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_Idle)));
mActors.insert(std::make_pair(ptr, CharacterController(ptr, anim, CharState_Alive)));
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_Idle);
iter->second.setState(CharState_Alive);
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_Idle:
case CharState_Alive:
mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start");
break;
@ -121,7 +121,6 @@ Ogre::Vector3 CharacterController::update(float duration)
void CharacterController::playGroup(const std::string &groupname, int mode, int count)
{
// set mState = CharState_Idle?
if(std::find(mAnimNames.begin(), mAnimNames.end(), groupname) != mAnimNames.end())
{
count = std::max(count, 1);
@ -159,7 +158,7 @@ void CharacterController::setState(CharacterState state)
mAnimQueue.clear();
switch(mState)
{
case CharState_Idle:
case CharState_Alive:
mCurrentGroup = "idle";
mAnimation->play(mCurrentGroup, "start");
break;

View file

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