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authorSergey Sharybin <sergey.vfx@gmail.com>2012-06-15 18:11:05 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-06-15 18:11:05 +0400
commitfb278a501e2c64f4ecba541545465975eebb8dcc (patch)
treeeeacabe20da162e23751eeb8c9f277e85c50652d /source/blender/makesdna/DNA_boid_types.h
parente11692bc73576ff2942f4e65b89bf75f4e29f301 (diff)
Ensure enums in DNA files has got explicit values
See http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Macros.2C_Enums.2C_Inline_functions
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r--source/blender/makesdna/DNA_boid_types.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h
index 698667ff33c..ce5fc4b0c3c 100644
--- a/source/blender/makesdna/DNA_boid_types.h
+++ b/source/blender/makesdna/DNA_boid_types.h
@@ -36,18 +36,18 @@
typedef enum BoidRuleType {
eBoidRuleType_None = 0,
- eBoidRuleType_Goal, /* go to goal assigned object or loudest assigned signal source */
- eBoidRuleType_Avoid, /* get away from assigned object or loudest assigned signal source */
- eBoidRuleType_AvoidCollision, /* manoeuver to avoid collisions with other boids and deflector object in near future */
- eBoidRuleType_Separate, /* keep from going through other boids */
- eBoidRuleType_Flock, /* move to center of neighbors and match their velocity */
- eBoidRuleType_FollowLeader, /* follow a boid or assigned object */
- eBoidRuleType_AverageSpeed, /* maintain speed, flight level or wander*/
- eBoidRuleType_Fight, /* go to closest enemy and attack when in range */
- //eBoidRuleType_Protect, /* go to enemy closest to target and attack when in range */
- //eBoidRuleType_Hide, /* find a deflector move to it's other side from closest enemy */
- //eBoidRuleType_FollowPath, /* move along a assigned curve or closest curve in a group */
- //eBoidRuleType_FollowWall, /* move next to a deflector object's in direction of it's tangent */
+ eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */
+ eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */
+ eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */
+ eBoidRuleType_Separate = 4, /* keep from going through other boids */
+ eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */
+ eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */
+ eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/
+ eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */
+ //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */
+ //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */
+ //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */
+ //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */
NUM_BOID_RULE_TYPES
} BoidRuleType;
@@ -98,10 +98,10 @@ typedef struct BoidRuleFight {
typedef enum BoidMode {
eBoidMode_InAir = 0,
- eBoidMode_OnLand,
- eBoidMode_Climbing,
- eBoidMode_Falling,
- eBoidMode_Liftoff,
+ eBoidMode_OnLand = 1,
+ eBoidMode_Climbing = 2,
+ eBoidMode_Falling = 3,
+ eBoidMode_Liftoff = 4,
NUM_BOID_MODES
} BoidMode;
@@ -114,20 +114,20 @@ typedef struct BoidData {
// planned for near future
//typedef enum BoidConditionMode {
// eBoidConditionType_Then = 0,
-// eBoidConditionType_And,
-// eBoidConditionType_Or,
+// eBoidConditionType_And = 1,
+// eBoidConditionType_Or = 2,
// NUM_BOID_CONDITION_MODES
//} BoidConditionMode;
//typedef enum BoidConditionType {
// eBoidConditionType_None = 0,
-// eBoidConditionType_Signal,
-// eBoidConditionType_NoSignal,
-// eBoidConditionType_HealthBelow,
-// eBoidConditionType_HealthAbove,
-// eBoidConditionType_See,
-// eBoidConditionType_NotSee,
-// eBoidConditionType_StateTime,
-// eBoidConditionType_Touching,
+// eBoidConditionType_Signal = 1,
+// eBoidConditionType_NoSignal = 2,
+// eBoidConditionType_HealthBelow = 3,
+// eBoidConditionType_HealthAbove = 4,
+// eBoidConditionType_See = 5,
+// eBoidConditionType_NotSee = 6,
+// eBoidConditionType_StateTime = 7,
+// eBoidConditionType_Touching = 8,
// NUM_BOID_CONDITION_TYPES
//} BoidConditionType;
//typedef struct BoidCondition {
@@ -142,8 +142,8 @@ typedef struct BoidData {
typedef enum BoidRulesetType {
eBoidRulesetType_Fuzzy = 0,
- eBoidRulesetType_Random,
- eBoidRulesetType_Average,
+ eBoidRulesetType_Random = 1,
+ eBoidRulesetType_Average = 2,
NUM_BOID_RULESET_TYPES
} BoidRulesetType;
#define BOIDSTATE_CURRENT 1