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https://github.com/OpenDiablo2/OpenDiablo2
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02605227c3
* Use integer directions for rotating map entities * Manage composite directly in npc * Player manages its own composite * Split up animation mode types Players, monsters, objects all have their own types * Clean up AnimatedEntity * Rename AnimatedEntity -> Object * Keep the object txt record on hand in Object
31 lines
1.0 KiB
Go
31 lines
1.0 KiB
Go
// Code generated by "stringer -linecomment -type ObjectAnimationMode"; DO NOT EDIT.
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package d2enum
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import "strconv"
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func _() {
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// An "invalid array index" compiler error signifies that the constant values have changed.
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// Re-run the stringer command to generate them again.
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var x [1]struct{}
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_ = x[AnimationModeObjectNeutral-0]
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_ = x[AnimationModeObjectOperating-1]
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_ = x[AnimationModeObjectOpened-2]
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_ = x[AnimationModeObjectSpecial1-3]
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_ = x[AnimationModeObjectSpecial2-4]
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_ = x[AnimationModeObjectSpecial3-5]
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_ = x[AnimationModeObjectSpecial4-6]
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_ = x[AnimationModeObjectSpecial5-7]
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}
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const _ObjectAnimationMode_name = "NUOPONS1S2S3S4S5"
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var _ObjectAnimationMode_index = [...]uint8{0, 2, 4, 6, 8, 10, 12, 14, 16}
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func (i ObjectAnimationMode) String() string {
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if i < 0 || i >= ObjectAnimationMode(len(_ObjectAnimationMode_index)-1) {
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return "ObjectAnimationMode(" + strconv.FormatInt(int64(i), 10) + ")"
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}
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return _ObjectAnimationMode_name[_ObjectAnimationMode_index[i]:_ObjectAnimationMode_index[i+1]]
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}
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