void nofActiveSoldier::Draw(int x, int y) { switch(state) { default: break; case STATE_WAITINGFORFIGHT: case STATE_ATTACKING_WAITINGAROUNDBUILDING: case STATE_ATTACKING_WAITINGFORDEFENDER: case STATE_DEFENDING_WAITING: { // Draw waiting states //Loader::bob_jobs_cache[GAMECLIENT.GetPlayer(player).nation][job][dir][2].draw(x,y,COLOR_WHITE,COLORS[GAMECLIENT.GetPlayer(player).color]); DrawSoldierWalking(x, y, true); //cannot draw from Soldiers & Scouts from Loader::bob_jobs_cache v9102 } break; case STATE_FIGUREWORK: case STATE_MEETENEMY: case STATE_ATTACKING_WALKINGTOGOAL: case STATE_AGGRESSIVEDEFENDING_WALKINGTOAGGRESSOR: case STATE_WALKINGHOME: case STATE_DEFENDING_WALKINGTO: case STATE_DEFENDING_WALKINGFROM: case STATE_ATTACKING_CAPTURINGFIRST: case STATE_ATTACKING_CAPTURINGNEXT: case STATE_ATTACKING_ATTACKINGFLAG: case STATE_SEAATTACKING_GOTOHARBOR: case STATE_SEAATTACKING_RETURNTOSHIP: { // Draw walking states DrawSoldierWalking(x, y); } break; } }
void nofActiveSoldier::Draw(DrawPoint drawPt) { switch(state) { default: break; case STATE_WAITINGFORFIGHT: case STATE_ATTACKING_WAITINGAROUNDBUILDING: case STATE_ATTACKING_WAITINGFORDEFENDER: case STATE_DEFENDING_WAITING: { // Draw waiting states DrawSoldierWalking(drawPt, true); //cannot draw from Soldiers & Scouts from Loader::bob_jobs_cache v9102 } break; case STATE_FIGUREWORK: case STATE_MEETENEMY: case STATE_ATTACKING_WALKINGTOGOAL: case STATE_AGGRESSIVEDEFENDING_WALKINGTOAGGRESSOR: case STATE_WALKINGHOME: case STATE_DEFENDING_WALKINGTO: case STATE_DEFENDING_WALKINGFROM: case STATE_ATTACKING_CAPTURINGFIRST: case STATE_ATTACKING_CAPTURINGNEXT: case STATE_ATTACKING_ATTACKINGFLAG: case STATE_SEAATTACKING_GOTOHARBOR: case STATE_SEAATTACKING_RETURNTOSHIP: { // Draw walking states DrawSoldierWalking(drawPt); } break; } }
void nofPassiveSoldier::Draw(int x, int y) { // Soldat normal laufend zeichnen DrawSoldierWalking(x, y); }