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Now acts like a real state machine similar to entity animations. Also allows idle animations.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,10 @@ | ||
#include <algorithm> | ||
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#include "ArenaItemUtils.h" | ||
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bool ArenaItemUtils::isRangedWeapon(int weaponID) | ||
{ | ||
const auto rangedWeaponsBegin = std::begin(ArenaItemUtils::RangedWeaponIDs); | ||
const auto rangedWeaponsEnd = std::end(ArenaItemUtils::RangedWeaponIDs); | ||
return std::find(rangedWeaponsBegin, rangedWeaponsEnd, weaponID) != rangedWeaponsEnd; | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,13 +1,17 @@ | ||
#ifndef ARENA_ITEM_UTILS_H | ||
#define ARENA_ITEM_UTILS_H | ||
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#include <algorithm> | ||
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namespace ArenaItemUtils | ||
{ | ||
// Converts Arena weight units to kilograms. | ||
constexpr double KilogramsDivisor = 256.0; | ||
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constexpr int FistsWeaponID = -1; | ||
constexpr int RangedWeaponIDs[] = { 16, 17 }; | ||
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bool isRangedWeapon(int weaponID); | ||
} | ||
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#endif |
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