void workWithItems()
{
	Banana bana;
	Wine wine;
	Weapon weapon;

	useItem(bana);
	useItem(wine);
	useItem(weapon);
}
// and do again
int main()
{
	
	Banana bana;
	Wine wine;
	Weapon weapon;
	Sword weapon_sword;
	useItem(bana);
	useItem(wine);
	useItem(weapon);
	useItem(weapon_sword);

}
Beispiel #3
0
    void InventoryWindow::onAvatarClicked(MyGUI::Widget* _sender)
    {
        if (mDragAndDrop->mIsOnDragAndDrop)
        {
            MWWorld::Ptr ptr = mDragAndDrop->mItem.mBase;
            mDragAndDrop->finish();

            if (mDragAndDrop->mSourceModel != mTradeModel)
            {
                // Move item to the player's inventory
                ptr = mDragAndDrop->mSourceModel->moveItem(mDragAndDrop->mItem, mDragAndDrop->mDraggedCount, mTradeModel);
            }
            useItem(ptr);
        }
        else
        {
            MyGUI::IntPoint mousePos = MyGUI::InputManager::getInstance ().getLastPressedPosition (MyGUI::MouseButton::Left);
            MyGUI::IntPoint relPos = mousePos - mAvatarImage->getAbsolutePosition ();

            MWWorld::Ptr itemSelected = getAvatarSelectedItem (relPos.left, relPos.top);
            if (itemSelected.isEmpty ())
                return;

            for (size_t i=0; i < mTradeModel->getItemCount (); ++i)
            {
                if (mTradeModel->getItem(i).mBase == itemSelected)
                {
                    onItemSelectedFromSourceModel(i);
                    return;
                }
            }
            throw std::runtime_error("Can't find clicked item");
        }
    }
Beispiel #4
0
    void InventoryWindow::cycle(bool next)
    {
        ItemModel::ModelIndex selected = -1;
        // not using mSortFilterModel as we only need sorting, not filtering
        SortFilterItemModel model(new InventoryItemModel(MWMechanics::getPlayer()));
        model.setSortByType(false);
        model.update();
        if (model.getItemCount() == 0)
            return;

        for (ItemModel::ModelIndex i=0; i<int(model.getItemCount()); ++i)
        {
            MWWorld::Ptr item = model.getItem(i).mBase;
            if (model.getItem(i).mType & ItemStack::Type_Equipped && isRightHandWeapon(item))
                selected = i;
        }

        int incr = next ? 1 : -1;
        bool found = false;
        std::string lastId;
        if (selected != -1)
            lastId = model.getItem(selected).mBase.getCellRef().getRefId();
        ItemModel::ModelIndex cycled = selected;
        for (unsigned int i=0; i<model.getItemCount(); ++i)
        {
            cycled += incr;
            cycled = (cycled + model.getItemCount()) % model.getItemCount();

            MWWorld::Ptr item = model.getItem(cycled).mBase;

            // skip different stacks of the same item, or we will get stuck as stacking/unstacking them may change their relative ordering
            if (Misc::StringUtils::ciEqual(lastId, item.getCellRef().getRefId()))
                continue;

            lastId = item.getCellRef().getRefId();

            if (item.getClass().getTypeName() == typeid(ESM::Weapon).name() && isRightHandWeapon(item))
            {
                found = true;
                break;
            }
        }

        if (!found)
            return;

        useItem(model.getItem(cycled).mBase);
    }
Beispiel #5
0
    void InventoryWindow::onAvatarClicked(MyGUI::Widget* _sender)
    {
        if (mDragAndDrop->mIsOnDragAndDrop)
        {
            MWWorld::Ptr ptr = mDragAndDrop->mItem.mBase;
            mDragAndDrop->finish();

            if (mDragAndDrop->mSourceModel != mTradeModel)
            {
                // add item to the player's inventory
                MWWorld::ContainerStore& invStore = MWWorld::Class::get(mPtr).getContainerStore(mPtr);
                MWWorld::ContainerStoreIterator it = invStore.begin();

                it = invStore.add(ptr, mDragAndDrop->mDraggedCount, mPtr);

                mDragAndDrop->mSourceModel->removeItem(mDragAndDrop->mItem, mDragAndDrop->mDraggedCount);
                ptr = *it;
            }
            useItem(ptr);
        }
        else
        {
            MyGUI::IntPoint mousePos = MyGUI::InputManager::getInstance ().getLastPressedPosition (MyGUI::MouseButton::Left);
            MyGUI::IntPoint relPos = mousePos - mAvatar->getAbsolutePosition ();
            int realX = int(float(relPos.left) / float(mAvatar->getSize().width) * 512.f );
            int realY = int(float(relPos.top) / float(mAvatar->getSize().height) * 1024.f );

            MWWorld::Ptr itemSelected = getAvatarSelectedItem (realX, realY);
            if (itemSelected.isEmpty ())
                return;

            for (size_t i=0; i < mTradeModel->getItemCount (); ++i)
            {
                if (mTradeModel->getItem(i).mBase == itemSelected)
                {
                    onItemSelectedFromSourceModel(i);
                    return;
                }
            }
            throw std::runtime_error("Can't find clicked item");
        }
    }
void workWithItems()
{
	Banana bana;
	Meat meat;
	Wine wine;
	Potion potion;
	Sword sword;
	Axe axe;

	useItem(bana);
	useItem(meat);
	useItem(wine);
	useItem(potion);
	useItem(sword);
	useItem(axe);
}
Beispiel #7
0
void actFountain(Entity *my) {
	Entity *entity;

	//messagePlayer(0, "actFountain()");
	//TODO: Temporary mechanism testing code.
	/*
	if( multiplayer != CLIENT ) {
		if (my->skill[28]) {
			//All it does is change its sprite to sink if it's powered.
			if (my->skill[28] == 1) {
				my->sprite = 163;
			} else {
				my->sprite = 164;
			}
		}
	}*/
	//****************END TEST CODE***************

	//TODO: Sounds.
	
	// spray water
	if( my->skill[0] > 0 || ( !my->skill[2] && multiplayer == CLIENT ) ) {
		#define FOUNTAIN_AMBIENCE my->skill[7]
		FOUNTAIN_AMBIENCE--;
		if( FOUNTAIN_AMBIENCE<=0 ) {
			FOUNTAIN_AMBIENCE = TICKS_PER_SECOND*6;
			playSoundEntityLocal(my, 135, 32 );
		}
		entity = spawnGib(my);
		entity->flags[INVISIBLE] = FALSE;
		entity->y -= 2;
		entity->z -= 8;
		entity->flags[SPRITE] = FALSE;
		entity->flags[NOUPDATE] = TRUE;
		entity->flags[UPDATENEEDED] = FALSE;
		entity->skill[4] = 7;
		entity->sprite = 4;
		entity->yaw = (rand()%360)*PI/180.0;
		entity->pitch = (rand()%360)*PI/180.0;
		entity->roll = (rand()%360)*PI/180.0;
		entity->vel_x = 0;
		entity->vel_y = 0;
		entity->vel_z = .25;
		entity->fskill[3] = 0.03;
	}
	
	 // the rest of the function is server-side.
	if( multiplayer==CLIENT )
		return;
		
	// makes the fountain stop spraying water on clients
	if( my->skill[0] <= 0 )
		my->skill[2] = 1;
	else
		my->skill[2] = 0;

	//Using the fountain (TODO: Monsters using it?).
	int i;
	for (i = 0; i < MAXPLAYERS; ++i) {
		if ( (i==0 && selectedEntity==my) || (client_selected[i]==my) ) {
			if (inrange[i]) { //Act on it only if the player (or monster, if/when this is changed to support monster interaction?) is in range.
				//First check that it's not depleted.
				if (my->skill[0] == 0) {
					//Depleted
					messagePlayer(i, language[467]);
				} else {
					if (players[i]->entity->flags[BURNING])
					{
						messagePlayer(i, language[468]);
						players[i]->entity->flags[BURNING] = FALSE;
						if (i > 0)
							serverUpdateEntityFlag(players[i]->entity, BURNING);
					}
					switch (my->skill[1]) {
						case 0: {
							playSoundEntity(players[i]->entity, 52, 64);
							
							//Spawn succubus.
							Uint32 color = SDL_MapRGB(mainsurface->format,255,128,0);
							messagePlayerColor(i, color, language[469]);
							summonMonster(SUCCUBUS, my->x, my->y);
							break;
						}
						case 1:
							messagePlayer(i, language[470]);
							messagePlayer(i, language[471]);
							playSoundEntity(players[i]->entity, 52, 64);
							stats[i]->HUNGER += 50;
							break;
						case 2: {
							//Potion effect. Potion effect is stored in my->skill[3], randomly chosen when the fountain is created.
							messagePlayer(i, language[470]);
							Item *item = newItem(static_cast<ItemType>(POTION_WATER+my->skill[3]), static_cast<Status>(4), 0,1,0,FALSE,NULL);
							useItem(item,i);
							// Long live the mystical fountain of TODO.
							break;
						}
						case 3: {
							// bless equipment
							playSoundEntity(players[i]->entity, 52, 64);
							Uint32 textcolor = SDL_MapRGB(mainsurface->format,0,255,255);
							messagePlayerColor(i, textcolor, language[471]);
							messagePlayer(i, language[473]);
							if( stats[i]->helmet )
								stats[i]->helmet->beatitude++;
							if( stats[i]->breastplate )
								stats[i]->breastplate->beatitude++;
							if( stats[i]->gloves )
								stats[i]->gloves->beatitude++;
							if( stats[i]->shoes )
								stats[i]->shoes->beatitude++;
							if( stats[i]->shield )
								stats[i]->shield->beatitude++;
							if( stats[i]->weapon )
								stats[i]->weapon->beatitude++;
							if( stats[i]->cloak )
								stats[i]->cloak->beatitude++;
							if( stats[i]->amulet )
								stats[i]->amulet->beatitude++;
							if( stats[i]->ring )
								stats[i]->ring->beatitude++;
							if( stats[i]->mask )
								stats[i]->mask->beatitude++;
							if( multiplayer==SERVER && i>0 ) {
								strcpy((char *)net_packet->data,"BLES");
								net_packet->address.host = net_clients[i-1].host;
								net_packet->address.port = net_clients[i-1].port;
								net_packet->len = 4;
								sendPacketSafe(net_sock, -1, net_packet, i-1);
							}
							break;
						}
						default:
							break;
					}
					messagePlayer(i, language[474]);
					my->skill[0] = 0; //Dry up fountain.
					//TODO: messagePlayersInSight() instead.
				}
				//Then perform the effect randomly determined when the fountain was created.
				return;
			}
		}
	}
}
Beispiel #8
0
void actFountain(Entity* my)
{
	Entity* entity;

	//messagePlayer(0, "actFountain()");
	//TODO: Temporary mechanism testing code.
	/*
	if( multiplayer != CLIENT ) {
		if (my->skill[28]) {
			//All it does is change its sprite to sink if it's powered.
			if (my->skill[28] == 1) {
				my->sprite = 163;
			} else {
				my->sprite = 164;
			}
		}
	}*/
	//****************END TEST CODE***************

	//TODO: Sounds.

	// spray water
	if ( my->skill[0] > 0 )
	{
#define FOUNTAIN_AMBIENCE my->skill[7]
		FOUNTAIN_AMBIENCE--;
		if ( FOUNTAIN_AMBIENCE <= 0 )
		{
			FOUNTAIN_AMBIENCE = TICKS_PER_SECOND * 6;
			playSoundEntityLocal(my, 135, 32 );
		}
		entity = spawnGib(my);
		entity->flags[INVISIBLE] = false;
		entity->y -= 2;
		entity->z -= 8;
		entity->flags[SPRITE] = false;
		entity->flags[NOUPDATE] = true;
		entity->flags[UPDATENEEDED] = false;
		entity->skill[4] = 7;
		entity->sprite = 4;
		entity->yaw = (rand() % 360) * PI / 180.0;
		entity->pitch = (rand() % 360) * PI / 180.0;
		entity->roll = (rand() % 360) * PI / 180.0;
		entity->vel_x = 0;
		entity->vel_y = 0;
		entity->vel_z = .25;
		entity->fskill[3] = 0.03;
	}

	// the rest of the function is server-side.
	if ( multiplayer == CLIENT )
	{
		return;
	}

	//Using the fountain (TODO: Monsters using it?).
	int i;
	for (i = 0; i < MAXPLAYERS; ++i)
	{
		if ( (i == 0 && selectedEntity == my) || (client_selected[i] == my) )
		{
			if (inrange[i])   //Act on it only if the player (or monster, if/when this is changed to support monster interaction?) is in range.
			{
				//First check that it's not depleted.
				if (my->skill[0] == 0)
				{
					//Depleted
					messagePlayer(i, language[467]);
				}
				else
				{
					if (players[i]->entity->flags[BURNING])
					{
						messagePlayer(i, language[468]);
						players[i]->entity->flags[BURNING] = false;
						serverUpdateEntityFlag(players[i]->entity, BURNING);
						steamAchievementClient(i, "BARONY_ACH_HOT_SHOWER");
					}
					switch (my->skill[1])
					{
						case 0:
						{
							playSoundEntity(players[i]->entity, 52, 64);
							//Spawn succubus.
							Uint32 color = SDL_MapRGB(mainsurface->format, 255, 128, 0);
							Entity* spawnedMonster = nullptr;

							if ( !strncmp(map.name, "Underworld", 10) )
							{
								Monster creature = SUCCUBUS;
								if ( rand() % 2 )
								{
									creature = INCUBUS;
								}
								for ( int c = 0; spawnedMonster == nullptr && c < 5; ++c )
								{
									switch ( c )
									{
										case 0:
											spawnedMonster = summonMonster(creature, my->x, my->y);
											break;
										case 1:
											spawnedMonster = summonMonster(creature, my->x + 16, my->y);
											break;
										case 2:
											spawnedMonster = summonMonster(creature, my->x - 16, my->y);
											break;
										case 3:
											spawnedMonster = summonMonster(creature, my->x, my->y + 16);
											break;
										case 4:
											spawnedMonster = summonMonster(creature, my->x, my->y - 16);
											break;
									}
								}
								if ( spawnedMonster )
								{
									if ( creature == INCUBUS )
									{
										messagePlayerColor(i, color, language[2519]);
										Stat* tmpStats = spawnedMonster->getStats();
										if ( tmpStats )
										{
											strcpy(tmpStats->name, "lesser incubus");
										}
									}
									else
									{
										messagePlayerColor(i, color, language[469]);
									}
								}
							}
							else if ( currentlevel < 10 )
							{
								messagePlayerColor(i, color, language[469]);
								spawnedMonster = summonMonster(SUCCUBUS, my->x, my->y);
							}
							else if ( currentlevel < 20 )
							{
								if ( rand() % 2 )
								{
									spawnedMonster = summonMonster(INCUBUS, my->x, my->y);
									Stat* tmpStats = spawnedMonster->getStats();
									if ( tmpStats )
									{
										strcpy(tmpStats->name, "lesser incubus");
									}
									messagePlayerColor(i, color, language[2519]);
								}
								else
								{
									messagePlayerColor(i, color, language[469]);
									spawnedMonster = summonMonster(SUCCUBUS, my->x, my->y);
								}
							}
							else
							{
								messagePlayerColor(i, color, language[2519]);
								spawnedMonster = summonMonster(INCUBUS, my->x, my->y);
							}
							break;
						}
						case 1:
							messagePlayer(i, language[470]);
							messagePlayer(i, language[471]);
							playSoundEntity(players[i]->entity, 52, 64);
							stats[i]->HUNGER += 100;
							players[i]->entity->modHP(5);
							break;
						case 2:
						{
							//Potion effect. Potion effect is stored in my->skill[3], randomly chosen when the fountain is created.
							messagePlayer(i, language[470]);
							Item* item = newItem(static_cast<ItemType>(POTION_WATER + my->skill[3]), static_cast<Status>(4), 0, 1, 0, false, NULL);
							useItem(item, i);
							// Long live the mystical fountain of TODO.
							break;
						}
						case 3:
						{
							// bless all equipment
							playSoundEntity(players[i]->entity, 52, 64);
							Uint32 textcolor = SDL_MapRGB(mainsurface->format, 0, 255, 255);
							messagePlayerColor(i, textcolor, language[471]);
							messagePlayer(i, language[473]);
							if ( stats[i]->helmet )
							{
								stats[i]->helmet->beatitude++;
							}
							if ( stats[i]->breastplate )
							{
								stats[i]->breastplate->beatitude++;
							}
							if ( stats[i]->gloves )
							{
								stats[i]->gloves->beatitude++;
							}
							if ( stats[i]->shoes )
							{
								stats[i]->shoes->beatitude++;
							}
							if ( stats[i]->shield )
							{
								stats[i]->shield->beatitude++;
							}
							if ( stats[i]->weapon )
							{
								stats[i]->weapon->beatitude++;
							}
							if ( stats[i]->cloak )
							{
								stats[i]->cloak->beatitude++;
							}
							if ( stats[i]->amulet )
							{
								stats[i]->amulet->beatitude++;
							}
							if ( stats[i]->ring )
							{
								stats[i]->ring->beatitude++;
							}
							if ( stats[i]->mask )
							{
								stats[i]->mask->beatitude++;
							}
							if ( multiplayer == SERVER && i > 0 )
							{
								strcpy((char*)net_packet->data, "BLES");
								net_packet->address.host = net_clients[i - 1].host;
								net_packet->address.port = net_clients[i - 1].port;
								net_packet->len = 4;
								sendPacketSafe(net_sock, -1, net_packet, i - 1);
							}
							break;
						}
						case 4:
						{
							// bless one piece of equipment
							playSoundEntity(players[i]->entity, 52, 64);
							Uint32 textcolor = SDL_MapRGB(mainsurface->format, 0, 255, 255);
							messagePlayerColor(i, textcolor, language[471]);
							//Choose only one piece of equipment to bless.

							//First, Figure out what equipment is available.
							std::vector<std::pair<Item*, Uint32>> items;
							if ( stats[i]->helmet )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->helmet, 0));
							}
							if ( stats[i]->breastplate )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->breastplate, 1));
							}
							if ( stats[i]->gloves )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->gloves, 2));
							}
							if ( stats[i]->shoes )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->shoes, 3));
							}
							if ( stats[i]->shield )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->shield, 4));
							}
							if ( stats[i]->weapon )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->weapon, 5));
							}
							if ( stats[i]->cloak )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->cloak, 6));
							}
							if ( stats[i]->amulet )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->amulet, 7));
							}
							if ( stats[i]->ring )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->ring, 8));
							}
							if ( stats[i]->mask )
							{
								items.push_back(std::pair<Item*,int>(stats[i]->mask, 9));
							}

							if ( items.size() )
							{
								messagePlayer(i, language[2592]); //"The fountain blesses a piece of equipment"
								//Randomly choose a piece of equipment.
								std::pair<Item*, Uint32> chosen = items[rand()%items.size()];
								chosen.first->beatitude++;

								if ( multiplayer == SERVER && i > 0 )
								{
									strcpy((char*)net_packet->data, "BLE1");
									SDLNet_Write32(chosen.second, &net_packet->data[4]);
									net_packet->address.host = net_clients[i - 1].host;
									net_packet->address.port = net_clients[i - 1].port;
									net_packet->len = 8;
									sendPacketSafe(net_sock, -1, net_packet, i - 1);
								}
							}
							//Does nothing if no valid items.
							break;
						}
						default:
							break;
					}
					messagePlayer(i, language[474]);
					my->skill[0] = 0; //Dry up fountain.
					serverUpdateEntitySkill(my, my->skill[0]);
					//TODO: messagePlayersInSight() instead.
				}
				//Then perform the effect randomly determined when the fountain was created.
				return;
			}
		}
	}
}
Beispiel #9
0
void Player::Update(double dt, bool* myKey)
{
	Vector3 Pos;

	// Counts from 0
	info.setTimer(info.getTimer() + dt);

	/* if invisible, staminia */
	if(invisible)
	{
		setStamina(getStamina() - INVISIBILITY_PRICE * dt);	
	}

	/* if throw coin */
	if(throwingCoin)
	{
		throwingCoin = false;
		setStamina(getStamina() - COIN_PRICE);
	}

	/* If not enough staminia, invisible 0 */
	if(getStamina() <= 0)
	{
		setStamina(0);

		if(invisible)
		{
			switchInvisibleState();
		}
	}

	/* update inventory */
	inventory.Update(dt, myKey);

	/* Use item */
	useItem(myKey);

	//cout << animationList[UP]->startRow << " " << animationList[DOWN]->startRow << endl;
	//setState(IDLE);
	if(myKey[KEY_W])
	{
		UpOrDown = false;
		checkUD = false;
		if(vel.y < PLAYER_SPEED)
		{
			vel.y += 0.5;
			Pos.y = vel.y;
		}
		else
		{
			vel.y = PLAYER_SPEED;
			Pos.y = vel.y;
		}

		//Movement / physics
		//translateObject(0, 4, 0);
		//Animation
		setState(UP);
		if (animationList[UP]->ended == true)
		{
			animationList[UP]->Reset();
		}

		//Sound
		sf_walk = true;
	}

	else if(myKey[KEY_S])
	{
		UpOrDown = true;
		checkUD = true;
		if(vel.y > -PLAYER_SPEED)
		{
			vel.y -= 0.5;
			Pos.y = vel.y;
		}
		else
		{
			vel.y = -PLAYER_SPEED;
			Pos.y = vel.y;
		}

		setState(DOWN);
		if (animationList[DOWN]->ended == true)
		{
			animationList[DOWN]->Reset();
		}

		sf_walk = true;
	}	


	else if(myKey[KEY_A])
	{
		LeftOrRight = true;
		checkLR = true;
		if(vel.x >= -PLAYER_SPEED)
		{
			vel.x -= 0.5;
			Pos.x = vel.x;
		}
		else
		{
			vel.x = -PLAYER_SPEED;
			Pos.x = vel.x;
		}
		
		setState(LEFT);
		if (animationList[LEFT]->ended == true)
		{
			animationList[LEFT]->Reset();
		}
		sf_walk = true;
	}

	else if(myKey[KEY_D])
	{
		LeftOrRight = false;
		checkLR = false;
		if(vel.x <= PLAYER_SPEED)
		{
			vel.x += 0.5;
			Pos.x = vel.x;
		}
		else
		{
			vel.x = PLAYER_SPEED;
			Pos.x = vel.x;
		}
		
		setState(RIGHT);
		if (animationList[RIGHT]->ended == true)
		{
			animationList[RIGHT]->Reset();
		}
		sf_walk = true;
	}
	
	if(!myKey[KEY_W] && !myKey[KEY_S] && vel.y != 0)
	{
		if(UpOrDown == false && checkUD == false)
		{
			vel.y -= deceleration * dt;
			if(vel.y < 0 && !myKey[KEY_W])
			{
				vel.y = 0;
			}
		}

		if(UpOrDown == true && checkUD == true)
		{
			vel.y += deceleration * dt;
			if(vel.y > 0 && !myKey[KEY_S])
			{
				vel.y = 0;
			}
		}
		Pos.y += vel.y;
	}

	if(!myKey[KEY_A] && !myKey[KEY_D] && vel.x != 0)
	{
		if(LeftOrRight == false && checkLR == false)
		{
			vel.x -= deceleration * dt;
			if(vel.x < 0 && !myKey[KEY_D])
			{
				vel.x= 0;
			}
		}

		if(LeftOrRight == true && checkLR == true)
		{
			vel.x += deceleration * dt;
			if(vel.x > 0 && !myKey[KEY_A])
			{
				vel.x = 0;
			}
		}
		Pos.x += vel.x;
	}

	translateObject(Pos);

	if(!myKey[KEY_W] && !myKey[KEY_A] && !myKey[KEY_S] && !myKey[KEY_D])
	{
		sf_walk = false;
	}

	switch(state)
	{
	case UP:
		{
			if(mesh != animationList[UP])
			{
				setMesh(animationList[UP]);
			}
			animationList[UP]->Update(dt);
			break;
		}
	case DOWN:
		{
			if(mesh != animationList[DOWN])
			{
				setMesh(animationList[DOWN]);
			}
			animationList[DOWN]->Update(dt);
			break;
		}
	case LEFT:
		{
			if(mesh != animationList[LEFT])
			{
				setMesh(animationList[LEFT]);
			}
			animationList[LEFT]->Update(dt);
			break;
		}
	case RIGHT:
		{
			if(mesh != animationList[RIGHT])
			{
				setMesh(animationList[RIGHT]);
			}
			animationList[RIGHT]->Update(dt);
			break;
		}
	case ATTACKUP:
		{
			if(mesh != animationList[ATTACKUP])
			{
				setMesh(animationList[ATTACKUP]);
			}
			animationList[ATTACKUP]->Update(dt);
			break;
		}
	case ATTACKDOWN:
		{
			if(mesh != animationList[ATTACKDOWN])
			{
				setMesh(animationList[ATTACKDOWN]);
			}
			animationList[ATTACKDOWN]->Update(dt);
			break;
		}
	case ATTACKLEFT:
		{
			if(mesh != animationList[ATTACKLEFT])
			{
				setMesh(animationList[ATTACKLEFT]);
			}
			animationList[ATTACKLEFT]->Update(dt);
			break;
		}
	case ATTACKRIGHT:
		{
			if(mesh != animationList[ATTACKRIGHT])
			{
				setMesh(animationList[ATTACKRIGHT]);
			}
			animationList[ATTACKRIGHT]->Update(dt);
			break;
		}
	};

	//Sound
	if (sf_walk == true)
	{
		my_sfx_man->play_plyr_steps();
	}

}