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-rw-r--r--src/being/being.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/being/being.cpp b/src/being/being.cpp
index 513fe9322..5eb26d1a3 100644
--- a/src/being/being.cpp
+++ b/src/being/being.cpp
@@ -154,7 +154,7 @@ Being::Being(const int id,
mSubType(0xFFFF),
mDirection(BeingDirection::DOWN),
mDirectionDelayed(0),
- mSpriteDirection(DIRECTION_DOWN),
+ mSpriteDirection(SpriteDirection::DOWN),
mShowName(false),
mIsGM(false),
mType(type),
@@ -1177,17 +1177,17 @@ void Being::setAction(const BeingAction::Action &action, const int attackId)
int rotation;
switch (mSpriteDirection)
{
- case DIRECTION_DOWN:
+ case SpriteDirection::DOWN:
default:
rotation = 0;
break;
- case DIRECTION_LEFT:
+ case SpriteDirection::LEFT:
rotation = 90;
break;
- case DIRECTION_UP:
+ case SpriteDirection::UP:
rotation = 180;
break;
- case DIRECTION_RIGHT:
+ case SpriteDirection::RIGHT:
rotation = 270;
break;
}
@@ -1262,32 +1262,32 @@ void Being::setDirection(const uint8_t direction)
if (!mFaceDirection)
mFaceDirection = direction;
- SpriteDirection dir;
+ SpriteDirection::Type dir;
if (mFaceDirection & BeingDirection::UP)
{
if (mFaceDirection & BeingDirection::LEFT)
- dir = DIRECTION_UPLEFT;
+ dir = SpriteDirection::UPLEFT;
else if (mFaceDirection & BeingDirection::RIGHT)
- dir = DIRECTION_UPRIGHT;
+ dir = SpriteDirection::UPRIGHT;
else
- dir = DIRECTION_UP;
+ dir = SpriteDirection::UP;
}
else if (mFaceDirection & BeingDirection::DOWN)
{
if (mFaceDirection & BeingDirection::LEFT)
- dir = DIRECTION_DOWNLEFT;
+ dir = SpriteDirection::DOWNLEFT;
else if (mFaceDirection & BeingDirection::RIGHT)
- dir = DIRECTION_DOWNRIGHT;
+ dir = SpriteDirection::DOWNRIGHT;
else
- dir = DIRECTION_DOWN;
+ dir = SpriteDirection::DOWN;
}
else if (mFaceDirection & BeingDirection::RIGHT)
{
- dir = DIRECTION_RIGHT;
+ dir = SpriteDirection::RIGHT;
}
else
{
- dir = DIRECTION_LEFT;
+ dir = SpriteDirection::LEFT;
}
mSpriteDirection = static_cast<uint8_t>(dir);
@@ -2992,8 +2992,8 @@ void Being::setEmote(const uint8_t emotion, const int emote_time)
if (mEmotionSprite)
{
mEmotionSprite->play(mSpriteAction);
- mEmotionSprite->setSpriteDirection(static_cast<SpriteDirection>(
- mSpriteDirection));
+ mEmotionSprite->setSpriteDirection(
+ static_cast<SpriteDirection::Type>(mSpriteDirection));
}
else
{