diff Player.h @ 1160:502b8b2e36b4

font cleaning
author Gloval
date Tue, 04 Jun 2013 01:37:23 +0400
parents 9c7eb4037567
children eb1a22f7dfef
line wrap: on
line diff
--- a/Player.h	Sun Jun 02 22:16:58 2013 +0400
+++ b/Player.h	Tue Jun 04 01:37:23 2013 +0400
@@ -201,7 +201,7 @@
 };
 
 /*  328 */
-enum PLAYER_SKILL_TYPE: __int8
+enum PLAYER_SKILL_TYPE: signed __int8
 {
   PLAYER_SKILL_STAFF = 0,
   PLAYER_SKILL_SWORD = 1,
@@ -591,31 +591,31 @@
   bool Recover(signed int a2);
   bool CanCastSpell(unsigned int uRequiredMana);
 
-  inline bool Weak()       {return pConditions[Condition::Condition_Weak] != 0;}
-  inline bool Dead()       {return pConditions[Condition::Condition_Dead] != 0;}
-  inline bool Eradicated() {return pConditions[Condition::Condition_Eradicated] != 0;}
-  inline bool Zombie()     {return pConditions[Condition::Condition_Zombie] != 0;}
-  inline bool Cursed()     {return pConditions[Condition::Condition_Cursed] != 0;}
-  inline bool Pertified()  {return pConditions[Condition::Condition_Pertified] != 0;}
+  inline bool Weak()       {return pConditions[Condition_Weak] != 0;}
+  inline bool Dead()       {return pConditions[Condition_Dead] != 0;}
+  inline bool Eradicated() {return pConditions[Condition_Eradicated] != 0;}
+  inline bool Zombie()     {return pConditions[Condition_Zombie] != 0;}
+  inline bool Cursed()     {return pConditions[Condition_Cursed] != 0;}
+  inline bool Pertified()  {return pConditions[Condition_Pertified] != 0;}
 
-  inline void SetCursed(bool state)      {pConditions[Condition::Condition_Cursed] = state;}
-  inline void SetWeak(bool state)        {pConditions[Condition::Condition_Weak] = state;}
-  inline void SetAsleep(bool state)      {pConditions[Condition::Condition_Sleep] = state;}
-  inline void SetAfraid(bool state)      {pConditions[Condition::Condition_Fear] = state;}
-  inline void SetDrunk(bool state)       {pConditions[Condition::Condition_Drunk] = state;}
-  inline void SetInsane(bool state)      {pConditions[Condition::Condition_Insane] = state;}
-  inline void SetPoison1(bool state)     {pConditions[Condition::Condition_Poison1] = state;}
-  inline void SetDisease1(bool state)    {pConditions[Condition::Condition_Disease1] = state;}
-  inline void SetPoison2(bool state)     {pConditions[Condition::Condition_Poison2] = state;}
-  inline void SetDisease2(bool state)    {pConditions[Condition::Condition_Disease2] = state;}
-  inline void SetPoison3(bool state)     {pConditions[Condition::Condition_Poison3] = state;}
-  inline void SetDisease3(bool state)    {pConditions[Condition::Condition_Disease3] = state;}
-  inline void SetParalyzed(bool state)   {pConditions[Condition::Condition_Paralyzed] = state;}
-  inline void SetUnconcious(bool state)  {pConditions[Condition::Condition_Unconcious] = state;}
-  inline void SetDead(bool state)        {pConditions[Condition::Condition_Dead] = state;}
-  inline void SetPertified(bool state)   {pConditions[Condition::Condition_Pertified] = state;}
-  inline void SetEradicated(bool state)  {pConditions[Condition::Condition_Eradicated] = state;}
-  inline void SetZombie(bool state)      {pConditions[Condition::Condition_Zombie] = state;}
+  inline void SetCursed(bool state)      {pConditions[Condition_Cursed] = state;}
+  inline void SetWeak(bool state)        {pConditions[Condition_Weak] = state;}
+  inline void SetAsleep(bool state)      {pConditions[Condition_Sleep] = state;}
+  inline void SetAfraid(bool state)      {pConditions[Condition_Fear] = state;}
+  inline void SetDrunk(bool state)       {pConditions[Condition_Drunk] = state;}
+  inline void SetInsane(bool state)      {pConditions[Condition_Insane] = state;}
+  inline void SetPoison1(bool state)     {pConditions[Condition_Poison1] = state;}
+  inline void SetDisease1(bool state)    {pConditions[Condition_Disease1] = state;}
+  inline void SetPoison2(bool state)     {pConditions[Condition_Poison2] = state;}
+  inline void SetDisease2(bool state)    {pConditions[Condition_Disease2] = state;}
+  inline void SetPoison3(bool state)     {pConditions[Condition_Poison3] = state;}
+  inline void SetDisease3(bool state)    {pConditions[Condition_Disease3] = state;}
+  inline void SetParalyzed(bool state)   {pConditions[Condition_Paralyzed] = state;}
+  inline void SetUnconcious(bool state)  {pConditions[Condition_Unconcious] = state;}
+  inline void SetDead(bool state)        {pConditions[Condition_Dead] = state;}
+  inline void SetPertified(bool state)   {pConditions[Condition_Pertified] = state;}
+  inline void SetEradicated(bool state)  {pConditions[Condition_Eradicated] = state;}
+  inline void SetZombie(bool state)      {pConditions[Condition_Zombie] = state;}