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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-16 04:25:23 +00:00
OpenDiablo2/d2common/d2enum/objectanimationmode_string.go
Ziemas 02605227c3
Various map entity reworks (#439)
* 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
2020-06-24 13:49:13 -04:00

31 lines
1.0 KiB
Go

// Code generated by "stringer -linecomment -type ObjectAnimationMode"; DO NOT EDIT.
package d2enum
import "strconv"
func _() {
// An "invalid array index" compiler error signifies that the constant values have changed.
// Re-run the stringer command to generate them again.
var x [1]struct{}
_ = x[AnimationModeObjectNeutral-0]
_ = x[AnimationModeObjectOperating-1]
_ = x[AnimationModeObjectOpened-2]
_ = x[AnimationModeObjectSpecial1-3]
_ = x[AnimationModeObjectSpecial2-4]
_ = x[AnimationModeObjectSpecial3-5]
_ = x[AnimationModeObjectSpecial4-6]
_ = x[AnimationModeObjectSpecial5-7]
}
const _ObjectAnimationMode_name = "NUOPONS1S2S3S4S5"
var _ObjectAnimationMode_index = [...]uint8{0, 2, 4, 6, 8, 10, 12, 14, 16}
func (i ObjectAnimationMode) String() string {
if i < 0 || i >= ObjectAnimationMode(len(_ObjectAnimationMode_index)-1) {
return "ObjectAnimationMode(" + strconv.FormatInt(int64(i), 10) + ")"
}
return _ObjectAnimationMode_name[_ObjectAnimationMode_index[i]:_ObjectAnimationMode_index[i+1]]
}