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authorBjørn Lindeijer <bjorn@lindeijer.nl>2008-12-13 15:51:25 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2008-12-13 15:51:25 +0100
commit16106cae769f485908c15ac39d0e017167099a48 (patch)
tree7afaf56eddb2138b528fa46f8f51cc66f7c128bb /src/player.h
parent1eba9b1bbd2e2c5a75a71c5592069c73e106015f (diff)
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Moved gender and hair style back to Being
These properties should also apply to NPCs and possibly even monsters in the future.
Diffstat (limited to 'src/player.h')
-rw-r--r--src/player.h26
1 files changed, 0 insertions, 26 deletions
diff --git a/src/player.h b/src/player.h
index 068e3cf5..12f9d268 100644
--- a/src/player.h
+++ b/src/player.h
@@ -28,12 +28,6 @@ class Graphics;
class Map;
class Guild;
-enum Gender {
- GENDER_MALE = 0,
- GENDER_FEMALE = 1,
- GENDER_UNSPECIFIED = 2
-};
-
/**
* A player being. Players have their name drawn beneath them. This class also
* implements player-specific loading of base sprite, hair sprite and equipment
@@ -61,24 +55,7 @@ class Player : public Being
void setGender(Gender);
/**
- * Gets the hair color for this player.
- */
- int getHairColor() const
- { return mHairColor; }
-
- /**
- * Gets the hair style for this player.
- */
- int getHairStyle() const
- { return mHairStyle; }
-
- /**
* Sets the hair style and color for this player.
- *
- * NOTE: This method was necessary for convenience in the 0.0 client.
- * It should be removed here since the server can provide the hair ID
- * and coloring the same way it does for other equipment pieces. Then
- * Being::setSprite can be used instead.
*/
void setHairStyle(int style, int color);
@@ -140,9 +117,6 @@ class Player : public Being
std::map<int, Guild*> mGuilds;
private:
- Gender mGender;
- Uint8 mHairStyle;
- Uint8 mHairColor;
bool mInParty;
};