コード例 #1
0
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;
    }
}
コード例 #2
0
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;
    }
}
コード例 #3
0
void nofPassiveSoldier::Draw(int x, int y)
{
    // Soldat normal laufend zeichnen
    DrawSoldierWalking(x, y);
}