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author | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-04-09 00:16:28 +0200 |
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committer | Thorbjørn Lindeijer <thorbjorn@lindeijer.nl> | 2011-04-09 17:54:13 +0200 |
commit | 404d3f7f2f9aa455bea423a6a00025df23cd6687 (patch) | |
tree | 27f6655b3345be1ab109433a55b0512dfe48cb34 /src/actorsprite.cpp | |
parent | 1e1f619b9ae5aa26058c499c988f45d1fb1b6d53 (diff) | |
download | mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.gz mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.bz2 mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.tar.xz mana-404d3f7f2f9aa455bea423a6a00025df23cd6687.zip |
Removed the Mana namespace
It's just an annoyance when it's only applied to a few classes. Either
we place everything in this namespace or nothing, and at the moment I
don't see any rationale for placing everything in a Mana namespace.
Acked-by: Jared Adams
Diffstat (limited to 'src/actorsprite.cpp')
-rw-r--r-- | src/actorsprite.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/actorsprite.cpp b/src/actorsprite.cpp index fdf6defd..42086e00 100644 --- a/src/actorsprite.cpp +++ b/src/actorsprite.cpp @@ -60,9 +60,9 @@ ActorSprite::~ActorSprite() mUsedTargetCursor = NULL; // Notify listeners of the destruction. - Mana::Event event(Mana::Event::Destroyed); + Event event(Event::Destroyed); event.setActor("source", this); - event.trigger(Mana::Event::ActorSpriteChannel); + event.trigger(Event::ActorSpriteChannel); } bool ActorSprite::draw(Graphics *graphics, int offsetX, int offsetY) const @@ -256,10 +256,10 @@ void ActorSprite::updateStunMode(int oldMode, int newMode) { if (this == player_node) { - Mana::Event event(Mana::Event::Stun); + Event event(Event::Stun); event.setInt("oldMode", oldMode); event.setInt("newMode", newMode); - event.trigger(Mana::Event::ActorSpriteChannel); + event.trigger(Event::ActorSpriteChannel); } handleStatusEffect(StatusEffect::getStatusEffect(oldMode, false), -1); @@ -270,10 +270,10 @@ void ActorSprite::updateStatusEffect(int index, bool newStatus) { if (this == player_node) { - Mana::Event event(Mana::Event::UpdateStatusEffect); + Event event(Event::UpdateStatusEffect); event.setInt("index", index); event.setBool("newStatus", newStatus); - event.trigger(Mana::Event::ActorSpriteChannel); + event.trigger(Event::ActorSpriteChannel); } handleStatusEffect(StatusEffect::getStatusEffect(index, newStatus), index); |