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anonymous_namespace{columns.cpp} Namespace Reference

Functions

const char ** getEnumNames (CSMWorld::Columns::ColumnId column)
 

Variables

static const char * sSpecialisations []
 
static const char * sAttributes []
 
static const char * sSpellTypes []
 
static const char * sApparatusTypes []
 
static const char * sArmorTypes []
 
static const char * sClothingTypes []
 
static const char * sCreatureTypes []
 
static const char * sWeaponTypes []
 
static const char * sModificationEnums []
 
static const char * sVarTypeEnums []
 
static const char * sDialogueTypeEnums []
 
static const char * sQuestStatusTypes []
 
static const char * sGenderEnums []
 
static const char * sEnchantmentTypes []
 
static const char * sBodyPartTypes []
 
static const char * sMeshTypes []
 
static const char * sSoundGeneratorType []
 
static const char * sSchools []
 
static const char * sSkills []
 
static const char * sEffectRange []
 
static const char * sEffectId []
 
static const char * sPartRefType []
 
static const char * sAiPackageType []
 

Function Documentation

const char** anonymous_namespace{columns.cpp}::getEnumNames ( CSMWorld::Columns::ColumnId  column)

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Variable Documentation

const char* anonymous_namespace{columns.cpp}::sAiPackageType[]
static
Initial value:
=
{
"AI Wander", "AI Travel", "AI Follow", "AI Escort", "AI Activate", 0
}
const char* anonymous_namespace{columns.cpp}::sApparatusTypes[]
static
Initial value:
=
{
"Mortar & Pestle", "Albemic", "Calcinator", "Retort", 0
}
const char* anonymous_namespace{columns.cpp}::sArmorTypes[]
static
Initial value:
=
{
"Helmet", "Cuirass", "Left Pauldron", "Right Pauldron", "Greaves", "Boots", "Left Gauntlet",
"Right Gauntlet", "Shield", "Left Bracer", "Right Bracer", 0
}
const char* anonymous_namespace{columns.cpp}::sAttributes[]
static
Initial value:
=
{
"Strength", "Intelligence", "Willpower", "Agility", "Speed", "Endurance", "Personality",
"Luck", 0
}
const char* anonymous_namespace{columns.cpp}::sBodyPartTypes[]
static
Initial value:
=
{
"Head", "Hair", "Neck", "Chest", "Groin", "Hand", "Wrist", "Forearm", "Upper Arm",
"Foot", "Ankle", "Knee", "Upper Leg", "Clavicle", "Tail", 0
}
const char* anonymous_namespace{columns.cpp}::sClothingTypes[]
static
Initial value:
=
{
"Pants", "Shoes", "Shirt", "Belt", "Robe", "Right Glove", "Left Glove", "Skirt", "Ring",
"Amulet", 0
}
const char* anonymous_namespace{columns.cpp}::sCreatureTypes[]
static
Initial value:
=
{
"Creature", "Daedra", "Undead", "Humanoid", 0
}
const char* anonymous_namespace{columns.cpp}::sDialogueTypeEnums[]
static
Initial value:
=
{
"Topic", "Voice", "Greeting", "Persuasion", 0
}
const char* anonymous_namespace{columns.cpp}::sEffectId[]
static
const char* anonymous_namespace{columns.cpp}::sEffectRange[]
static
Initial value:
=
{
"Self", "Touch", "Target", 0
}
const char* anonymous_namespace{columns.cpp}::sEnchantmentTypes[]
static
Initial value:
=
{
"Cast Once", "When Strikes", "When Used", "Constant Effect", 0
}
const char* anonymous_namespace{columns.cpp}::sGenderEnums[]
static
Initial value:
=
{
"Male", "Female", 0
}
const char* anonymous_namespace{columns.cpp}::sMeshTypes[]
static
Initial value:
=
{
"Skin", "Clothing", "Armour", 0
}
const char* anonymous_namespace{columns.cpp}::sModificationEnums[]
static
Initial value:
=
{
"Base", "Modified", "Added", "Deleted", "Deleted", 0
}
const char* anonymous_namespace{columns.cpp}::sPartRefType[]
static
Initial value:
=
{
"Head", "Hair", "Neck", "Cuirass", "Groin",
"Skirt", "Right Hand", "Left Hand", "Right Wrist", "Left Wrist",
"Shield", "Right Forearm", "Left Forearm", "Right Upperarm", "Left Upperarm",
"Right Foot", "Left Foot", "Right Ankle", "Left Ankle", "Right Knee",
"Left Knee", "Right Leg", "Left Leg", "Right Pauldron", "Left Pauldron",
"Weapon", "Tail", 0
}
const char* anonymous_namespace{columns.cpp}::sQuestStatusTypes[]
static
Initial value:
=
{
"None", "Name", "Finished", "Restart", 0
}
const char* anonymous_namespace{columns.cpp}::sSchools[]
static
Initial value:
=
{
"Alteration", "Conjuration", "Destruction", "Illusion", "Mysticism", "Restoration", 0
}
const char* anonymous_namespace{columns.cpp}::sSkills[]
static
Initial value:
=
{
"Block", "Armorer", "MediumArmor", "HeavyArmor", "BluntWeapon",
"LongBlade", "Axe", "Spear", "Athletics", "Enchant",
"Destruction", "Alteration", "Illusion", "Conjuration", "Mysticism",
"Restoration", "Alchemy", "Unarmored", "Security", "Sneak",
"Acrobatics", "LightArmor", "ShortBlade", "Marksman", "Mercantile",
"Speechcraft", "HandToHand", 0
}
const char* anonymous_namespace{columns.cpp}::sSoundGeneratorType[]
static
Initial value:
=
{
"Left Foot", "Right Foot", "Swim Left", "Swim Right", "Moan", "Roar", "Scream",
"Land", 0
}
const char* anonymous_namespace{columns.cpp}::sSpecialisations[]
static
Initial value:
=
{
"Combat", "Magic", "Stealth", 0
}
const char* anonymous_namespace{columns.cpp}::sSpellTypes[]
static
Initial value:
=
{
"Spell", "Ability", "Blight", "Disease", "Curse", "Power", 0
}
const char* anonymous_namespace{columns.cpp}::sVarTypeEnums[]
static
Initial value:
=
{
"unknown", "none", "short", "integer", "long", "float", "string", 0
}
const char* anonymous_namespace{columns.cpp}::sWeaponTypes[]
static
Initial value:
=
{
"Short Blade 1H", "Long Blade 1H", "Long Blade 2H", "Blunt 1H", "Blunt 2H Close",
"Blunt 2H Wide", "Spear 2H", "Axe 1H", "Axe 2H", "Bow", "Crossbow", "Thrown", "Arrow",
"Bolt", 0
}