Refactor: use enum instead of magic numbers (#176)
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@ -1396,7 +1396,7 @@ int actionUseSkill(Object* a1, Object* a2, int skill)
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return -1;
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case SKILL_SNEAK:
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dudeToggleState(0);
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dudeToggleState(DUDE_STATE_SNEAKING);
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return 0;
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default:
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debugPrint("\nskill_use: invalid skill used.");
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@ -690,7 +690,7 @@ int animationRegisterRunToObject(Object* owner, Object* destination, int actionP
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animationDescription->destination = destination;
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if ((FID_TYPE(owner->fid) == OBJ_TYPE_CRITTER && (owner->data.critter.combat.results & DAM_CRIP_LEG_ANY) != 0)
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|| (owner == gDude && dudeHasState(0) && !perkGetRank(gDude, PERK_SILENT_RUNNING))
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|| (owner == gDude && dudeHasState(DUDE_STATE_SNEAKING) && !perkGetRank(gDude, PERK_SILENT_RUNNING))
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|| !artExists(buildFid(FID_TYPE(owner->fid), owner->fid & 0xFFF, ANIM_RUNNING, 0, owner->rotation + 1))) {
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animationDescription->anim = ANIM_WALK;
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} else {
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@ -786,7 +786,7 @@ int animationRegisterRunToTile(Object* owner, int tile, int elevation, int actio
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animationDescription->elevation = elevation;
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if ((FID_TYPE(owner->fid) == OBJ_TYPE_CRITTER && (owner->data.critter.combat.results & DAM_CRIP_LEG_ANY) != 0)
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|| (owner == gDude && dudeHasState(0) && !perkGetRank(gDude, PERK_SILENT_RUNNING))
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|| (owner == gDude && dudeHasState(DUDE_STATE_SNEAKING) && !perkGetRank(gDude, PERK_SILENT_RUNNING))
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|| !artExists(buildFid(FID_TYPE(owner->fid), owner->fid & 0xFFF, ANIM_RUNNING, 0, owner->rotation + 1))) {
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animationDescription->anim = ANIM_WALK;
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} else {
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@ -3043,7 +3043,7 @@ int _dude_run(int a1)
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}
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if (!perkGetRank(gDude, PERK_SILENT_RUNNING)) {
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dudeDisableState(0);
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dudeDisableState(DUDE_STATE_SNEAKING);
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}
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reg_anim_begin(ANIMATION_REQUEST_RESERVED);
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@ -1186,8 +1186,8 @@ int characterEditorShow(bool isCreationMode)
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characterEditorRestorePlayer();
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}
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if (dudeHasState(0x03)) {
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dudeDisableState(0x03);
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if (dudeHasState(DUDE_STATE_LEVEL_UP_AVAILABLE)) {
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dudeDisableState(DUDE_STATE_LEVEL_UP_AVAILABLE);
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}
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interfaceRenderHitPoints(false);
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