Mercurial > mm7
diff Player.h @ 1160:502b8b2e36b4
font cleaning
author | Gloval |
---|---|
date | Tue, 04 Jun 2013 01:37:23 +0400 |
parents | 9c7eb4037567 |
children | eb1a22f7dfef |
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--- 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;}