diff Player.h @ 947:99aa9c8464cf

Improved conditions handling.
author Nomad
date Wed, 01 May 2013 14:30:02 +0200
parents ae9e2a339b09
children c0d0656aa662
line wrap: on
line diff
--- a/Player.h	Wed May 01 14:10:16 2013 +0200
+++ b/Player.h	Wed May 01 14:30:02 2013 +0200
@@ -577,6 +577,26 @@
   inline bool Cursed()     {return pConditions[Condition::Condition_Cursed] != 0;}
   inline bool Pertified()  {return pConditions[Condition::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;}
+
+
 
 
   __int64 pConditions[20];