[Scummvm-git-logs] scummvm master -> bf073313a66e252f98fe4b5867124d67bf39c07c

sev- noreply at scummvm.org
Fri Oct 28 23:07:47 UTC 2022


This automated email contains information about 3 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
933f52cfd4 SAGA2: Rename enums in mission.h
34a20f5482 SAGA2: Rename enums in motion.h 1/2
bf073313a6 SAGA2: Rename enums in motion.h 2/2


Commit: 933f52cfd4d7824e655b69a3395e08d7700c828c
    https://github.com/scummvm/scummvm/commit/933f52cfd4d7824e655b69a3395e08d7700c828c
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-29T00:38:48+02:00

Commit Message:
SAGA2: Rename enums in mission.h

Changed paths:
    engines/saga2/mission.cpp
    engines/saga2/mission.h


diff --git a/engines/saga2/mission.cpp b/engines/saga2/mission.cpp
index 8ddb342935b..054b09f84ee 100644
--- a/engines/saga2/mission.cpp
+++ b/engines/saga2/mission.cpp
@@ -39,7 +39,7 @@ ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
 	ActiveMission   *ms = nullptr;
 
 	for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
-		if (!(activeMissions[i]._data.missionFlags & inUse)) {
+		if (!(activeMissions[i]._data.missionFlags & kInUse)) {
 			ms = &activeMissions[i];
 			break;
 		}
@@ -50,7 +50,7 @@ ActiveMission *ActiveMission::newMission(ObjectID genID, uint16 script) {
 	ms->_data.missionID   = i;
 	ms->_data.generatorID = genID;
 	ms->_data.missionScript = script;
-	ms->_data.missionFlags |= inUse;
+	ms->_data.missionFlags |= kInUse;
 
 	ms->_data.numKnowledgeIDs = ms->_data.numObjectIDs = 0;
 
@@ -68,7 +68,7 @@ int ActiveMission::findMission(ObjectID genID) {
 	int             i;
 
 	for (i = 0; i < ARRAYSIZE(activeMissions); i++) {
-		if (activeMissions[i]._data.missionFlags & inUse
+		if (activeMissions[i]._data.missionFlags & kInUse
 		        &&  activeMissions[i]._data.generatorID == genID) {
 			return i;
 		}
@@ -255,7 +255,7 @@ void ActiveMission::cleanup() {
 	}
 
 	_data.numKnowledgeIDs = _data.numObjectIDs = 0;
-	_data.missionFlags &= ~inUse;
+	_data.missionFlags &= ~kInUse;
 }
 
 //-----------------------------------------------------------------------
@@ -265,7 +265,7 @@ void initMissions() {
 	int     i;
 
 	for (i = 0; i < ARRAYSIZE(activeMissions); i++)
-		activeMissions[i]._data.missionFlags &= ~inUse;
+		activeMissions[i]._data.missionFlags &= ~kInUse;
 }
 
 void saveMissions(Common::OutSaveFile *outS) {
diff --git a/engines/saga2/mission.h b/engines/saga2/mission.h
index 966fd4c1b4a..ac29c386cac 100644
--- a/engines/saga2/mission.h
+++ b/engines/saga2/mission.h
@@ -44,7 +44,7 @@ class ActiveMission;
 
 //  Mission flags
 enum missionFlags {
-	inUse = (1 << 0)               // this mission struct in use
+	kInUse = (1 << 0)               // this mission struct in use
 };
 
 struct ActiveMissionData {


Commit: 34a20f5482a14e47e8e739f9d78e60ce4e495ab2
    https://github.com/scummvm/scummvm/commit/34a20f5482a14e47e8e739f9d78e60ce4e495ab2
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-29T01:02:24+02:00

Commit Message:
SAGA2: Rename enums in motion.h 1/2

Changed paths:
    engines/saga2/motion.cpp
    engines/saga2/motion.h
    engines/saga2/path.cpp


diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index e87a19c9fdf..d144051ec8b 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -490,7 +490,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 		_finalTarget.load(in);
 
 		//  If there is a tether restore it
-		if (_flags & tethered) {
+		if (_flags & kMfTethered) {
 			_tetherMinU = in->readSint16LE();
 			_tetherMinV = in->readSint16LE();
 			_tetherMaxU = in->readSint16LE();
@@ -506,7 +506,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 		_runCount = in->readSint16LE();
 
 		//  Restore the action counter if needed
-		if (_flags & agitated)
+		if (_flags & kMfAgitated)
 			actionCounter = in->readSint16LE();
 
 		//  If there were valid path way points, restore those
@@ -726,7 +726,7 @@ int32 MotionTask::archiveSize() {
 		size +=     sizeof(_immediateLocation)
 		            +   sizeof(_finalTarget);
 
-		if (_flags & tethered) {
+		if (_flags & kMfTethered) {
 			size +=     sizeof(_tetherMinU)
 			            +   sizeof(_tetherMinV)
 			            +   sizeof(_tetherMaxU)
@@ -738,7 +738,7 @@ int32 MotionTask::archiveSize() {
 		            +   sizeof(_pathCount)
 		            +   sizeof(_runCount);
 
-		if (_flags & agitated)
+		if (_flags & kMfAgitated)
 			size += sizeof(actionCounter);
 
 		if (_pathIndex >= 0 && _pathIndex < _pathCount)
@@ -859,7 +859,7 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		_finalTarget.write(out);
 
 		//  If there is a tether store it
-		if (_flags & tethered) {
+		if (_flags & kMfTethered) {
 			out->writeSint16LE(_tetherMinU);
 			out->writeSint16LE(_tetherMinV);
 			out->writeSint16LE(_tetherMaxU);
@@ -875,7 +875,7 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		out->writeSint16LE(_runCount);
 
 		//  Store the action counter if needed
-		if (_flags & agitated)
+		if (_flags & kMfAgitated)
 			out->writeSint16LE(actionCounter);
 
 		//  If there are valid path way points, store them
@@ -1108,7 +1108,7 @@ TilePoint MotionTask::getImmediateTarget() {
 	//  If the wandering then simply go in the direction the actor is
 	//  facing, else if avoiding a block go in the previously selected
 	//  random direction
-	if (_flags & agitated)
+	if (_flags & kMfAgitated)
 		dir = _direction;
 	else
 		dir = ((Actor *)_object)->_currentFacing;
@@ -1159,7 +1159,7 @@ void MotionTask::turn(Actor &obj, Direction dir) {
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		mt->_direction = dir;
 		mt->_motionType = motionTypeTurn;
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 	}
 }
 
@@ -1172,7 +1172,7 @@ void MotionTask::turnTowards(Actor &obj, const TilePoint &where) {
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		mt->_direction = (where - obj.getLocation()).quickDir();
 		mt->_motionType = motionTypeTurn;
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 	}
 }
 
@@ -1186,7 +1186,7 @@ void MotionTask::give(Actor &actor, Actor &givee) {
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
 		mt->_targetObj = &givee;
 		mt->_motionType = motionTypeGive;
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 	}
 }
 
@@ -1278,13 +1278,13 @@ void MotionTask::walkTo(
 			mt->_finalTarget = mt->_immediateLocation = target;
 			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
 			mt->_pathCount = mt->_pathIndex = 0;
-			mt->_flags = pathFind | reset;
+			mt->_flags = kMfPathFind | kMfReset;
 			mt->_runCount = 12;          // # of frames until we can run
 
 			if (run && actor.isActionAvailable(kActionRun))
-				mt->_flags |= requestRun;
+				mt->_flags |= kMfRequestRun;
 			if (canAgitate)
-				mt->_flags |= agitatable;
+				mt->_flags |= kMfAgitatable;
 
 			RequestPath(mt, getPathFindIQ(&actor));
 		}
@@ -1311,13 +1311,13 @@ void MotionTask::walkToDirect(
 			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
 			mt->_finalTarget = mt->_immediateLocation = target;
 			mt->_pathCount = mt->_pathIndex = 0;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 			mt->_runCount = 12;
 
 			if (run && actor.isActionAvailable(kActionRun))
-				mt->_flags |= requestRun;
+				mt->_flags |= kMfRequestRun;
 			if (canAgitate)
-				mt->_flags |= agitatable;
+				mt->_flags |= kMfAgitatable;
 		}
 	}
 }
@@ -1340,11 +1340,11 @@ void MotionTask::wander(
 			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
 			mt->_immediateLocation = Nowhere;
 			mt->_pathCount = mt->_pathIndex = 0;
-			mt->_flags = reset | wandering;
+			mt->_flags = kMfReset | kMfWandering;
 			mt->_runCount = 12;
 
 			if (run && actor.isActionAvailable(kActionRun))
-				mt->_flags |= requestRun;
+				mt->_flags |= kMfRequestRun;
 
 			RequestWanderPath(mt, getPathFindIQ(&actor));
 		}
@@ -1374,11 +1374,11 @@ void MotionTask::tetheredWander(
 			mt->_tetherMaxU = tetherReg.max.u;
 			mt->_tetherMaxV = tetherReg.max.v;
 			mt->_pathCount = mt->_pathIndex = 0;
-			mt->_flags = reset | wandering | tethered;
+			mt->_flags = kMfReset | kMfWandering | kMfTethered;
 			mt->_runCount = 12;
 
 			if (run && actor.isActionAvailable(kActionRun))
-				mt->_flags |= requestRun;
+				mt->_flags |= kMfRequestRun;
 
 			RequestWanderPath(mt, getPathFindIQ(&actor));
 		}
@@ -1394,7 +1394,7 @@ void MotionTask::upLadder(Actor &actor) {
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
 		if (mt->_motionType != motionTypeClimbUp) {
 			mt->_motionType = motionTypeClimbUp;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1408,7 +1408,7 @@ void MotionTask::downLadder(Actor &actor) {
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
 		if (mt->_motionType != motionTypeClimbDown) {
 			mt->_motionType = motionTypeClimbDown;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1422,7 +1422,7 @@ void MotionTask::talk(Actor &actor) {
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
 		if (mt->_motionType != motionTypeTalk) {
 			mt->_motionType = motionTypeTalk;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1438,7 +1438,7 @@ void MotionTask::jump(Actor &actor) {
 		if (mt->_motionType != motionTypeThrown) {
 			mt->_velocity.z = 10;
 			mt->_motionType = motionTypeJump;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1453,7 +1453,7 @@ void MotionTask::wait(Actor &a) {
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
 		if (mt->_motionType != motionTypeWait) {
 			mt->_motionType = motionTypeWait;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1468,8 +1468,8 @@ void MotionTask::useObject(Actor &a, GameObject &dObj) {
 		if (mt->_motionType != motionTypeUseObject) {
 			mt->_motionType = motionTypeUseObject;
 			mt->_o.directObject = &dObj;
-			mt->_flags = reset;
-			if (isPlayerActor(&a)) mt->_flags |= privledged;
+			mt->_flags = kMfReset;
+			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
 		}
 	}
 }
@@ -1488,8 +1488,8 @@ void MotionTask::useObjectOnObject(
 			mt->_motionType = motionTypeUseObjectOnObject;
 			mt->_o.directObject = &dObj;
 			mt->_o.indirectObject = ⌖
-			mt->_flags = reset;
-			if (isPlayerActor(&a)) mt->_flags |= privledged;
+			mt->_flags = kMfReset;
+			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
 		}
 	}
 }
@@ -1508,7 +1508,7 @@ void MotionTask::useObjectOnTAI(
 			mt->_motionType = motionTypeUseObjectOnTAI;
 			mt->_o.directObject = &dObj;
 			mt->_o.TAI = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1527,7 +1527,7 @@ void MotionTask::useObjectOnLocation(
 			mt->_motionType = motionTypeUseObjectOnLocation;
 			mt->_o.directObject = &dObj;
 			mt->_targetLoc = target;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1542,7 +1542,7 @@ void MotionTask::useTAI(Actor &a, ActiveItem &dTAI) {
 		if (mt->_motionType != motionTypeUseTAI) {
 			mt->_motionType = motionTypeUseTAI;
 			mt->_o.TAI = &dTAI;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1561,7 +1561,7 @@ void MotionTask::dropObject(Actor       &a,
 			mt->_motionType = motionTypeDropObject;
 			mt->_o.directObject = &dObj;
 			mt->_targetLoc = loc;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 			mt->moveCount = num;
 		}
 	}
@@ -1596,7 +1596,7 @@ void MotionTask::dropObjectOnObject(
 			mt->_motionType = motionTypeDropObjectOnObject;
 			mt->_o.directObject = &dObj;
 			mt->_o.indirectObject = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 			mt->moveCount = num;
 		}
 	}
@@ -1618,7 +1618,7 @@ void MotionTask::dropObjectOnTAI(
 			mt->_o.directObject = &dObj;
 			mt->_o.TAI = ⌖
 			mt->_targetLoc = loc;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1648,7 +1648,7 @@ void MotionTask::twoHandedSwing(Actor &a, GameObject &target) {
 		if (mt->_motionType != motionTypeTwoHandedSwing) {
 			mt->_motionType = motionTypeTwoHandedSwing;
 			mt->_targetObj = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1663,7 +1663,7 @@ void MotionTask::oneHandedSwing(Actor &a, GameObject &target) {
 		if (mt->_motionType != motionTypeOneHandedSwing) {
 			mt->_motionType = motionTypeOneHandedSwing;
 			mt->_targetObj = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1678,7 +1678,7 @@ void MotionTask::fireBow(Actor &a, GameObject &target) {
 		if (mt->_motionType != motionTypeFireBow) {
 			mt->_motionType = motionTypeFireBow;
 			mt->_targetObj = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1699,9 +1699,9 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, GameObject &target) {
 			mt->_motionType = type;
 			mt->_spellObj = &spell;
 			mt->_targetObj = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 			mt->_direction = (mt->_targetObj->getLocation() - a.getLocation()).quickDir();
-			if (isPlayerActor(&a)) mt->_flags |= privledged;
+			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
 		}
 	}
 }
@@ -1718,9 +1718,9 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, Location &target) {
 			mt->_motionType = type;
 			mt->_spellObj = &spell;
 			mt->_targetLoc = target; //target;
-			mt->_flags = reset | LocTarg;
+			mt->_flags = kMfReset | kMfLocTarg;
 			mt->_direction = (target - a.getLocation()).quickDir();
-			if (isPlayerActor(&a)) mt->_flags |= privledged;
+			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
 		}
 	}
 }
@@ -1745,9 +1745,9 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, ActiveItem &target) {
 			          target._data.instance.h,
 			          a.world()->thisID());
 			mt->_targetLoc = loc; //target;
-			mt->_flags = reset | TAGTarg;
+			mt->_flags = kMfReset | kMfTAGTarg;
 			mt->_direction = (loc - a.getLocation()).quickDir();
-			if (isPlayerActor(&a)) mt->_flags |= privledged;
+			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
 		}
 	}
 }
@@ -1762,7 +1762,7 @@ void MotionTask::useWand(Actor &a, GameObject &target) {
 		if (mt->_motionType != motionTypeUseWand) {
 			mt->_motionType = motionTypeUseWand;
 			mt->_targetObj = ⌖
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1784,7 +1784,7 @@ void MotionTask::twoHandedParry(
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &weapon;
 		}
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 		mt->_d.defenseFlags = 0;
 	}
 }
@@ -1804,7 +1804,7 @@ void MotionTask::oneHandedParry(
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &weapon;
 		}
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 		mt->_d.defenseFlags = 0;
 	}
 }
@@ -1824,7 +1824,7 @@ void MotionTask::shieldParry(
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &shield;
 		}
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 		mt->_d.defenseFlags = 0;
 	}
 }
@@ -1840,7 +1840,7 @@ void MotionTask::dodge(Actor &a, Actor &opponent) {
 			mt->_motionType = motionTypeDodge;
 			mt->_d.attacker = &opponent;
 		}
-		mt->_flags = reset;
+		mt->_flags = kMfReset;
 		mt->_d.defenseFlags = 0;
 	}
 }
@@ -1857,7 +1857,7 @@ void MotionTask::acceptHit(Actor &a, Actor &opponent) {
 		if (mt->_motionType != motionTypeAcceptHit) {
 			mt->_motionType = motionTypeAcceptHit;
 			mt->_d.attacker = &opponent;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1872,7 +1872,7 @@ void MotionTask::fallDown(Actor &a, Actor &opponent) {
 		if (mt->_motionType != motionTypeFallDown) {
 			mt->_motionType = motionTypeFallDown;
 			mt->_d.attacker = &opponent;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1886,7 +1886,7 @@ void MotionTask::die(Actor &a) {
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
 		if (mt->_motionType != motionTypeDie) {
 			mt->_motionType = motionTypeDie;
-			mt->_flags = reset;
+			mt->_flags = kMfReset;
 		}
 	}
 }
@@ -1932,7 +1932,7 @@ bool MotionTask::isWalk() {
 TileRegion MotionTask::getTether() {
 	TileRegion  reg;
 
-	if (_flags & tethered) {
+	if (_flags & kMfTethered) {
 		reg.min = TilePoint(_tetherMinU, _tetherMinV, 0);
 		reg.max = TilePoint(_tetherMaxU, _tetherMaxV, 0);
 	} else {
@@ -1956,18 +1956,18 @@ void MotionTask::changeTarget(const TilePoint &newPos, bool run) {
 		_finalTarget = _immediateLocation = newPos;
 		_pathCount = _pathIndex = 0;
 
-		_flags = pathFind | reset;
-		if (oldFlags & agitatable)
-			_flags |= agitatable;
+		_flags = kMfPathFind | kMfReset;
+		if (oldFlags & kMfAgitatable)
+			_flags |= kMfAgitatable;
 
 		//  Set run flag if requested
 		if (run
 		        //  Check if actor capable of running...
 		        && ((Actor *)_object)->isActionAvailable(kActionRun))
 
-			_flags |= requestRun;
+			_flags |= kMfRequestRun;
 		else
-			_flags &= ~requestRun;
+			_flags &= ~kMfRequestRun;
 
 		RequestPath(this, getPathFindIQ(_object));
 	}
@@ -1984,17 +1984,17 @@ void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
 		_finalTarget = _immediateLocation = newPos;
 
 		//  Reset motion task
-		_flags |= reset;
-		_flags &= ~pathFind;
+		_flags |= kMfReset;
+		_flags &= ~kMfPathFind;
 
 		//  Set run flag if requested
 		if (run
 		        //  Check if actor capable of running...
 		        && ((Actor *)_object)->isActionAvailable(kActionRun))
 
-			_flags |= requestRun;
+			_flags |= kMfRequestRun;
 		else
-			_flags &= ~requestRun;
+			_flags &= ~kMfRequestRun;
 	}
 }
 
@@ -2009,7 +2009,7 @@ void MotionTask::finishWalk() {
 		            //  Simply set actor's target _data.location to "here".
 		        _finalTarget = _immediateLocation = _object->getLocation();
 		        _pathList[0] = _finalTarget;
-		        flags = reset;
+		        flags = kMfReset;
 		        _pathCount = 0;
 		        _pathIndex = 0;*/
 	}
@@ -2051,7 +2051,7 @@ void MotionTask::ballisticAction() {
 
 	//  Add the force of gravity to the acceleration.
 
-	if (!(_flags & inWater)) {
+	if (!(_flags & kMfInWater)) {
 		_velocity.z -= gravity;
 	} else {
 		_velocity.u = _velocity.v = 0;
@@ -2250,7 +2250,7 @@ void MotionTask::ballisticAction() {
 						_motionType =    velocityMagnitude <= 16
 						                ?   motionTypeLand
 						                :   motionTypeLandBadly;
-						_flags |= reset;
+						_flags |= kMfReset;
 						setObjectSurface(obj, sti);
 					} else {
 						setObjectSurface(obj, sti);
@@ -2299,11 +2299,11 @@ void MotionTask::ballisticAction() {
 bool MotionTask::nextWayPoint() {
 	//  If the pathfinder hasn't managed to determine waypoints
 	//  yet, then return failure.
-//	if ( ( _flags & pathFind ) && _pathCount < 0 ) return false;
+//	if ( ( _flags & kMfPathFind ) && _pathCount < 0 ) return false;
 
 	//  If there are still waypoints in the path list, then
 	//  retrieve the next waypoint.
-	if ((_flags & (pathFind | wandering)) && _pathIndex < _pathCount) {
+	if ((_flags & (kMfPathFind | kMfWandering)) && _pathIndex < _pathCount) {
 		TilePoint   wayPointVector(0, 0, 0);
 
 		if (_pathIndex > 0)
@@ -2315,11 +2315,11 @@ bool MotionTask::nextWayPoint() {
 		else
 			return false;
 	} else {
-		if (_flags & wandering) {
+		if (_flags & kMfWandering) {
 			_immediateLocation = Nowhere;
 			if (_pathFindTask == nullptr)
 				RequestWanderPath(this, getPathFindIQ(_object));
-		} else if (_flags & agitated) {
+		} else if (_flags & kMfAgitated) {
 			_immediateLocation = Nowhere;
 		} else {
 			//  If we've gone off the end of the path list,
@@ -2329,8 +2329,8 @@ bool MotionTask::nextWayPoint() {
 			if ((_finalTarget - _object->_data.location).quickHDistance() > 0
 			        ||  ABS(_finalTarget.z - _object->_data.location.z) > kMaxStepHeight) {
 				//  If no pathfind in progress
-				if ((_flags & pathFind)
-				        &&  !(_flags & finalPath)
+				if ((_flags & kMfPathFind)
+				        &&  !(_flags & kMfFinalPath)
 				        &&  _pathFindTask == nullptr)
 					RequestPath(this, getPathFindIQ(_object));
 
@@ -2411,9 +2411,9 @@ void MotionTask::walkAction() {
 
 	//  Set the speed of movement based on whether we are walking
 	//  or running. Running only occurs after we have accelerated.
-	if (_flags & requestRun
+	if (_flags & kMfRequestRun
 	        &&  _runCount == 0
-	        &&  !(_flags & (inWater | onStairs))) {
+	        &&  !(_flags & (kMfInWater | kMfOnStairs))) {
 		speed = runSpeed;
 		speedScale = 4;
 		walkType = walkRun;
@@ -2430,8 +2430,8 @@ void MotionTask::walkAction() {
 	//  If for some reason we cannot run at this time, then
 	//  set up for a walk instead.
 	if (walkType != walkRun) {
-		if (!(_flags & onStairs)) {
-			if (!(_flags & inWater)) {
+		if (!(_flags & kMfOnStairs)) {
+			if (!(_flags & kMfInWater)) {
 				speed = walkSpeed;
 				speedScale = 2;
 				walkType = walkNormal;
@@ -2461,16 +2461,16 @@ void MotionTask::walkAction() {
 		}
 	}
 
-	if ((_flags & agitated)
+	if ((_flags & kMfAgitated)
 	        &&  --actionCounter <= 0) {
-		_flags &= ~agitated;
-		_flags |= pathFind | reset;
+		_flags &= ~kMfAgitated;
+		_flags |= kMfPathFind | kMfReset;
 	}
 
 	for (;;) {
 		//  The "reset" flag indicates that the final target has
 		//  changed since the last time this routine was called.
-		if (!(_flags & reset)) {
+		if (!(_flags & kMfReset)) {
 			//  Compute the vector and distance of the current
 			//  position to the next "immediate" target.
 			targetVector = immediateTarget - _object->_data.location;
@@ -2490,7 +2490,7 @@ void MotionTask::walkAction() {
 			else moveTaskDone = true;
 			break;
 		} else {
-			_flags &= ~reset;
+			_flags &= ~kMfReset;
 			immediateTarget = getImmediateTarget();
 		}
 	}
@@ -2580,7 +2580,7 @@ void MotionTask::walkAction() {
 						movementDirection = a->_currentFacing;
 						moveBlocked = true;
 					}
-					/*                  if (!(_flags & pathFind) || nextWayPoint() == false)
+					/*                  if (!(_flags & kMfPathFind) || nextWayPoint() == false)
 					                    {
 					                        moveBlocked = true;
 					                        _flags |= blocked;
@@ -2705,7 +2705,7 @@ void MotionTask::walkAction() {
 		remove(motionCompleted);
 	} else if (moveBlocked) {
 		a->setAction(kActionStand, 0);
-		if (_flags & agitatable) {
+		if (_flags & kMfAgitatable) {
 			if (freeFall(_object->_data.location, sti)) return;
 
 			//  When he starts running again, then have him walk only.
@@ -2713,14 +2713,14 @@ void MotionTask::walkAction() {
 
 			//  We're blocked so we're going to wander in a random
 			//  direction for a random duration
-			_flags |= agitated | reset;
+			_flags |= kMfAgitated | kMfReset;
 
 			_direction = g_vm->_rnd->getRandomNumber(7);
 			actionCounter = 8 + g_vm->_rnd->getRandomNumber(7);
 
 			//  Discard the path
-			if (_flags & pathFind) {
-				_flags &= ~finalPath;
+			if (_flags & kMfPathFind) {
+				_flags &= ~kMfFinalPath;
 				_pathIndex = _pathCount = 0;
 			}
 		} else
@@ -2737,7 +2737,7 @@ void MotionTask::walkAction() {
 
 		int16               tHeight;
 
-		_flags &= ~blocked;
+		_flags &= ~kMfBlocked;
 
 		tHeight = tileSlopeHeight(newPos, _object, &sti);
 
@@ -2776,18 +2776,18 @@ void MotionTask::walkAction() {
 				if (a->_currentFacing == stairsDir) {
 					//  walk up stairs
 					newAction = kActionSpecial7;
-					_flags |= onStairs;
+					_flags |= kMfOnStairs;
 				} else if (a->_currentFacing == ((stairsDir - 4) & 0x7)) {
 					//  walk down stairs
 					newAction = kActionSpecial8;
-					_flags |= onStairs;
+					_flags |= kMfOnStairs;
 				} else {
-					_flags &= ~onStairs;
+					_flags &= ~kMfOnStairs;
 					if (walkType == walkStairs) walkType = walkNormal;
 					newAction = (walkType == walkRun) ? kActionRun : kActionWalk;
 				}
 			} else {
-				_flags &= ~onStairs;
+				_flags &= ~kMfOnStairs;
 				if (walkType == walkStairs) walkType = walkNormal;
 				newAction = (walkType == walkRun) ? kActionRun : kActionWalk;
 			}
@@ -2804,9 +2804,9 @@ void MotionTask::walkAction() {
 				if (walkType != walkSlow)
 					a->nextAnimationFrame();
 				else {
-					if (_flags & nextAnim)
+					if (_flags & kMfNextAnim)
 						a->nextAnimationFrame();
-					_flags ^= nextAnim;
+					_flags ^= kMfNextAnim;
 				}
 			} else if (a->_currentAnimation == kActionWalk
 			           ||  a->_currentAnimation == kActionRun
@@ -2821,15 +2821,15 @@ void MotionTask::walkAction() {
 				if (walkType != walkSlow)
 					a->nextAnimationFrame();
 				else {
-					if (_flags & nextAnim)
+					if (_flags & kMfNextAnim)
 						a->nextAnimationFrame();
-					_flags ^= nextAnim;
+					_flags ^= kMfNextAnim;
 				}
 			} else {
 				// If we weren't walking or running before, then start
 				// walking/running and reset the sequence.
 				a->setAction(newAction, kAnimateRepeat);
-				if (walkType == walkSlow) _flags |= nextAnim;
+				if (walkType == walkSlow) _flags |= kMfNextAnim;
 			}
 
 			if (_runCount > 0) _runCount--;
@@ -2844,9 +2844,9 @@ void MotionTask::walkAction() {
 void MotionTask::upLadderAction() {
 	Actor               *a = (Actor *)_object;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		a->setAction(kActionClimbLadder, kAnimateRepeat);
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else {
 		TilePoint           loc = a->getLocation();
 		uint8               crossSection = a->proto()->crossSection,
@@ -2971,9 +2971,9 @@ void MotionTask::upLadderAction() {
 void MotionTask::downLadderAction() {
 	Actor               *a = (Actor *)_object;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		a->setAction(kActionClimbLadder, kAnimateRepeat | kAnimateReverse);
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else {
 		TilePoint           loc = a->getLocation();
 		uint8               crossSection = a->proto()->crossSection;
@@ -3092,9 +3092,9 @@ void MotionTask::giveAction() {
 	Direction   targetDir = (_targetObj->getLocation()
 	                         -   a->getLocation()).quickDir();
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		a->setAction(kActionGiveItem, 0);
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	}
 
 	if (a->_currentFacing != targetDir)
@@ -3108,9 +3108,9 @@ void MotionTask::giveAction() {
 void MotionTask::genericAnimationAction(uint8 actionType) {
 	Actor *const   a = (Actor *)_object;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		a->setAction(actionType, 0);
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else if (a->nextAnimationFrame())
 		remove(motionCompleted);
 }
@@ -3173,7 +3173,7 @@ const CombatMotionSet twoHandedLowSwingSet = {
 
 void MotionTask::twoHandedSwingAction() {
 	//  If the reset flag is set, initialize the motion
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		//  Let the game engine know about this aggressive act
 		logAggressiveAct(_object->thisID(), _targetObj->thisID());
 
@@ -3232,19 +3232,19 @@ void MotionTask::twoHandedSwingAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			actionCounter = 2;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction) + 10);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else
 		//  Call the generic offensive melee function
 		offensiveMeleeAction();
@@ -3287,7 +3287,7 @@ const CombatMotionSet oneHandedLowSwingSet = {
 //  Handle all one handed swing motions
 
 void MotionTask::oneHandedSwingAction() {
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		//  Let the game engine know about this aggressive act
 		logAggressiveAct(_object->thisID(), _targetObj->thisID());
 
@@ -3348,13 +3348,13 @@ void MotionTask::oneHandedSwingAction() {
 
 				//  Set this flag to indicate that the animation is actually
 				//  being played
-				_flags |= nextAnim;
+				_flags |= kMfNextAnim;
 			} else {
 				actionCounter = 1;
 
 				//  Clear this flag to indicate that the animation is not
 				//  being played
-				_flags &= ~nextAnim;
+				_flags &= ~kMfNextAnim;
 			}
 
 		}
@@ -3364,7 +3364,7 @@ void MotionTask::oneHandedSwingAction() {
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction) + 10);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else
 		//  Call the generic offensive melee function
 		offensiveMeleeAction();
@@ -3376,7 +3376,7 @@ void MotionTask::oneHandedSwingAction() {
 
 uint16 MotionTask::framesUntilStrike() {
 	//  If the melee action has not been initialized, return a safe value
-	if (_flags & reset) return maxuint16;
+	if (_flags & kMfReset) return maxuint16;
 
 	uint16          turnFrames;
 
@@ -3392,7 +3392,7 @@ uint16 MotionTask::framesUntilStrike() {
 
 GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
 	return      isDefense()
-	            && (_d.defenseFlags & blocking)
+	            && (_d.defenseFlags & kDfBlocking)
 	            &&  thisAttacker == _d.attacker
 	            ?   _d.defensiveObj
 	            :   nullptr;
@@ -3407,7 +3407,7 @@ void MotionTask::fireBowAction() {
 	assert(a->_leftHandObject != Nothing);
 
 	//  Initialize the bow firing motion
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		//  Let the game engine know about this aggressive act
 		logAggressiveAct(_object->thisID(), _targetObj->thisID());
 
@@ -3423,13 +3423,13 @@ void MotionTask::fireBowAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			actionCounter = 1;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
@@ -3438,14 +3438,14 @@ void MotionTask::fireBowAction() {
 		if (a->_currentFacing != _direction)
 			a->turn(_direction);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else if (a->_currentFacing != _direction)
 		a->turn(_direction);
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
 		//  If the action counter has reached zero, get a projectile and
 		//  fire it
@@ -3483,7 +3483,7 @@ void MotionTask::fireBowAction() {
 			}
 		}
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			//  Run through the animation frames
 			if (!a->nextAnimationFrame()) {
 				if (actionCounter >= 0) actionCounter--;
@@ -3508,7 +3508,7 @@ void MotionTask::castSpellAction() {
 	if (a->_currentFacing != _direction)
 		a->turn(_direction);
 	else {
-		if (_flags & reset) {
+		if (_flags & kMfReset) {
 			if (a->_appearance != nullptr
 			        &&  a->isActionAvailable(kActionCastSpell)) {
 				//  Calculate the number of frames in the animation before the
@@ -3518,29 +3518,29 @@ void MotionTask::castSpellAction() {
 
 				//  Set this flag to indicate that the animation is actually
 				//  being played
-				_flags |= nextAnim;
+				_flags |= kMfNextAnim;
 			} else {
 				actionCounter = 3;
 
 				//  Clear this flag to indicate that the animation is not
 				//  being played
-				_flags &= ~nextAnim;
+				_flags &= ~kMfNextAnim;
 			}
 
-			_flags &= ~reset;
+			_flags &= ~kMfReset;
 		}
 
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
 		if (actionCounter == 0) {
 			if (_spellObj) {
-				if (_flags & TAGTarg) {
+				if (_flags & kMfTAGTarg) {
 					assert(_targetTAG->_data.itemType == activeTypeInstance);
 					_spellObj->implementAction(_spellObj->getSpellID(), a->thisID(), _targetTAG);
-				} else if (_flags & LocTarg) {
+				} else if (_flags & kMfLocTarg) {
 					_spellObj->implementAction(_spellObj->getSpellID(), a->thisID(), _targetLoc);
 				} else if (_targetObj) {
 					_spellObj->implementAction(_spellObj->getSpellID(), a->thisID(), _targetObj->thisID());
@@ -3548,7 +3548,7 @@ void MotionTask::castSpellAction() {
 			}
 		}
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			//  Run through the animation frames
 			if (!a->nextAnimationFrame()) {
 				if (actionCounter >= 0) actionCounter--;
@@ -3568,7 +3568,7 @@ void MotionTask::castSpellAction() {
 
 void MotionTask::useWandAction() {
 	//  Initialize the wand using motion
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		//  Let the game engine know about this aggressive act
 		logAggressiveAct(_object->thisID(), _targetObj->thisID());
 
@@ -3583,19 +3583,19 @@ void MotionTask::useWandAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			actionCounter = 3;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction) + 10);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	}
 	useMagicWeaponAction();
 }
@@ -3605,7 +3605,7 @@ void MotionTask::useWandAction() {
 //	Handle two handed parrying motions
 
 void MotionTask::twoHandedParryAction() {
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		Actor       *a = (Actor *)_object;
 		int16       animationFrames;
 
@@ -3618,20 +3618,20 @@ void MotionTask::twoHandedParryAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			animationFrames = 2;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction)
 		    +   animationFrames + 1);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	}
 	defensiveMeleeAction();
 }
@@ -3640,7 +3640,7 @@ void MotionTask::twoHandedParryAction() {
 //	Handle one handed parrying motions
 
 void MotionTask::oneHandedParryAction() {
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		Actor       *a = (Actor *)_object;
 		int16       animationFrames;
 
@@ -3654,20 +3654,20 @@ void MotionTask::oneHandedParryAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			animationFrames = 2;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction)
 		    +   animationFrames + 1);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	}
 	defensiveMeleeAction();
 }
@@ -3676,7 +3676,7 @@ void MotionTask::oneHandedParryAction() {
 //	Handle shield parrying motions
 
 void MotionTask::shieldParryAction() {
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		Actor       *a = (Actor *)_object;
 		int16       animationFrames;
 
@@ -3689,20 +3689,20 @@ void MotionTask::shieldParryAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			animationFrames = 1;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(
 		    computeTurnFrames(a->_currentFacing, _direction)
 		    +   animationFrames + 1);
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	}
 	defensiveMeleeAction();
 }
@@ -3714,7 +3714,7 @@ void MotionTask::dodgeAction() {
 	Actor           *a = (Actor *)_object;
 	MotionTask      *attackerMotion = _d.attacker->_moveTask;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		//  If the attacker is not attacking, we're done
 		if (attackerMotion == nullptr
 		        ||  !attackerMotion->isMeleeAttack()) {
@@ -3734,27 +3734,27 @@ void MotionTask::dodgeAction() {
 
 				//  Set this flag to indicate that the animation is actually
 				//  being played
-				_flags |= nextAnim;
+				_flags |= kMfNextAnim;
 			} else {
 				animationFrames = 3;
 
 				//  Clear this flag to indicate that the animation is not
 				//  being played
-				_flags &= ~nextAnim;
+				_flags &= ~kMfNextAnim;
 			}
 
 			actionCounter = animationFrames - 1;
 			a->setActionPoints(animationFrames + 1);
 
-			_flags &= ~reset;
+			_flags &= ~kMfReset;
 		}
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			//  Run through the animation frames
 			if (!a->nextAnimationFrame()) {
 				if (actionCounter > 0) actionCounter--;
@@ -3775,7 +3775,7 @@ void MotionTask::dodgeAction() {
 void MotionTask::acceptHitAction() {
 	Actor           *a = (Actor *)_object;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		TilePoint           newLoc = a->getLocation();
 		StandingTileInfo    sti;
 		int16               animationFrames;
@@ -3790,13 +3790,13 @@ void MotionTask::acceptHitAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			animationFrames = 1;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(animationFrames + 1);
@@ -3813,14 +3813,14 @@ void MotionTask::acceptHitAction() {
 			}
 		}
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			if (a->nextAnimationFrame()) remove();
 		} else
 			remove();
@@ -3833,7 +3833,7 @@ void MotionTask::acceptHitAction() {
 void MotionTask::fallDownAction() {
 	Actor           *a = (Actor *)_object;
 
-	if (_flags & reset) {
+	if (_flags & kMfReset) {
 		TilePoint           newLoc = a->getLocation();
 		StandingTileInfo    sti;
 		int16               animationFrames;
@@ -3850,13 +3850,13 @@ void MotionTask::fallDownAction() {
 
 			//  Set this flag to indicate that the animation is actually
 			//  being played
-			_flags |= nextAnim;
+			_flags |= kMfNextAnim;
 		} else {
 			animationFrames = 6;
 
 			//  Clear this flag to indicate that the animation is not
 			//  being played
-			_flags &= ~nextAnim;
+			_flags &= ~kMfNextAnim;
 		}
 
 		a->setActionPoints(animationFrames + 1);
@@ -3873,14 +3873,14 @@ void MotionTask::fallDownAction() {
 			}
 		}
 
-		_flags &= ~reset;
+		_flags &= ~kMfReset;
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			if (a->nextAnimationFrame()) remove();
 		} else
 			remove();
@@ -3900,8 +3900,8 @@ void MotionTask::offensiveMeleeAction() {
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
 		//  If the action counter has reached zero, use the weapon on
 		//  the target
@@ -3912,7 +3912,7 @@ void MotionTask::offensiveMeleeAction() {
 			if (weapon) weapon->strike(a->thisID(), _targetObj->thisID());
 		}
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			//  Run through the animation frames
 			if (!a->nextAnimationFrame()) {
 				if (actionCounter >= 0) actionCounter--;
@@ -3939,8 +3939,8 @@ void MotionTask::useMagicWeaponAction() {
 	else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
 		//  If the action counter has reached zero, get a spell and
 		//  use it
@@ -3966,7 +3966,7 @@ void MotionTask::useMagicWeaponAction() {
 			}
 		}
 
-		if (_flags & nextAnim) {
+		if (_flags & kMfNextAnim) {
 			//  Run through the animation frames
 			if (!a->nextAnimationFrame()) {
 				if (actionCounter >= 0) actionCounter--;
@@ -3990,7 +3990,7 @@ void MotionTask::defensiveMeleeAction() {
 	MotionTask      *attackerMotion = _d.attacker->_moveTask;
 
 	//  Determine if the blocking action has been initiated
-	if (!(_d.defenseFlags & blocking)) {
+	if (!(_d.defenseFlags & kDfBlocking)) {
 		//  If the attacker is not attacking, we're done
 		if (attackerMotion == nullptr
 		        ||  !attackerMotion->isMeleeAttack()) {
@@ -4005,15 +4005,15 @@ void MotionTask::defensiveMeleeAction() {
 
 		//  If the strike is about to land start the blocking motion
 		if (attackerMotion->framesUntilStrike() <= 1)
-			_d.defenseFlags |= blocking;
+			_d.defenseFlags |= kDfBlocking;
 	} else {
 		//  If the actors appearance becomes NULL, make sure this action
 		//  no longer depends upon the animation
-		if ((_flags & nextAnim) && a->_appearance == nullptr)
-			_flags &= ~nextAnim;
+		if ((_flags & kMfNextAnim) && a->_appearance == nullptr)
+			_flags &= ~kMfNextAnim;
 
 		//  Run through the animation frames
-		if (!(_flags & nextAnim) || a->nextAnimationFrame()) {
+		if (!(_flags & kMfNextAnim) || a->nextAnimationFrame()) {
 			//  Wait for the attacker's attack
 			if (attackerMotion == nullptr
 			        ||  !attackerMotion->isMeleeAttack()) {
@@ -4056,9 +4056,9 @@ void MotionTask::updatePositions() {
 			continue;
 
 		if (obj->_data.location.z < -(proto->height >> 2))
-			mt->_flags |= inWater;
+			mt->_flags |= kMfInWater;
 		else
-			mt->_flags &= ~inWater;
+			mt->_flags &= ~kMfInWater;
 
 		switch (mt->_motionType) {
 		case motionTypeThrown:
@@ -4080,20 +4080,20 @@ void MotionTask::updatePositions() {
 
 		case motionTypeTalk:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				a->setAction(kActionStand, 0);
 				a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
-				mt->_flags &= ~(reset | nextAnim);
+				mt->_flags &= ~(kMfReset | kMfNextAnim);
 			}
 			if (a->_cycleCount == 0) {
 				a->setAction(kActionTalk, 0);
-				mt->_flags |= nextAnim;
+				mt->_flags |= kMfNextAnim;
 				a->_cycleCount = -1;
-			} else if (mt->_flags & nextAnim) {
+			} else if (mt->_flags & kMfNextAnim) {
 				if (a->nextAnimationFrame()) {
 					a->setAction(kActionStand, 0);
 					a->_cycleCount = g_vm->_rnd->getRandomNumber(3);
-					mt->_flags &= ~nextAnim;
+					mt->_flags &= ~kMfNextAnim;
 				}
 			} else
 				a->_cycleCount--;
@@ -4102,7 +4102,7 @@ void MotionTask::updatePositions() {
 		case motionTypeLand:
 		case motionTypeLandBadly:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				int16   newAction = mt->_motionType == motionTypeLand
 				                    ?   kActionJumpUp
 				                    :   kActionFallBadly;
@@ -4110,33 +4110,33 @@ void MotionTask::updatePositions() {
 				if (!a->isActionAvailable(newAction)) {
 					if (mt->_prevMotionType == motionTypeWalk) {
 						mt->_motionType = mt->_prevMotionType;
-						if (mt->_flags & pathFind) {
+						if (mt->_flags & kMfPathFind) {
 							mt->changeTarget(
 							    mt->_finalTarget,
-							    (mt->_flags & requestRun) != 0);
+							    (mt->_flags & kMfRequestRun) != 0);
 						} else {
 							mt->changeDirectTarget(
 							    mt->_finalTarget,
-							    (mt->_flags & requestRun) != 0);
+							    (mt->_flags & kMfRequestRun) != 0);
 						}
 						g_vm->_mTaskList->_nextMT = it;
 					}
 				} else {
 					a->setAction(newAction, 0);
 					a->setInterruptablity(false);
-					mt->_flags &= ~reset;
+					mt->_flags &= ~kMfReset;
 				}
-			} else if (a->nextAnimationFrame() || (mt->_flags & inWater)) {
+			} else if (a->nextAnimationFrame() || (mt->_flags & kMfInWater)) {
 				if (mt->_prevMotionType == motionTypeWalk) {
 					mt->_motionType = mt->_prevMotionType;
-					if (mt->_flags & pathFind) {
+					if (mt->_flags & kMfPathFind) {
 						mt->changeTarget(
 						    mt->_finalTarget,
-						    (mt->_flags & requestRun) != 0);
+						    (mt->_flags & kMfRequestRun) != 0);
 					} else {
 						mt->changeDirectTarget(
 						    mt->_finalTarget,
-						    (mt->_flags & requestRun) != 0);
+						    (mt->_flags & kMfRequestRun) != 0);
 					}
 					g_vm->_mTaskList->_nextMT = it;
 				} else if (mt->freeFall(obj->_data.location, sti) == false)
@@ -4146,18 +4146,18 @@ void MotionTask::updatePositions() {
 				//  landing sequence by aborting the landing animation
 				//  after the first frame.
 				if (mt->_prevMotionType == motionTypeWalk
-				        &&  mt->_flags & requestRun
+				        &&  mt->_flags & kMfRequestRun
 				        &&  mt->_runCount == 0
-				        &&  !(mt->_flags & inWater)) {
+				        &&  !(mt->_flags & kMfInWater)) {
 					mt->_motionType = mt->_prevMotionType;
-					if (mt->_flags & pathFind) {
+					if (mt->_flags & kMfPathFind) {
 						mt->changeTarget(
 						    mt->_finalTarget,
-						    (mt->_flags & requestRun) != 0);
+						    (mt->_flags & kMfRequestRun) != 0);
 					} else {
 						mt->changeDirectTarget(
 						    mt->_finalTarget,
-						    (mt->_flags & requestRun) != 0);
+						    (mt->_flags & kMfRequestRun) != 0);
 					}
 					g_vm->_mTaskList->_nextMT = it;
 				}
@@ -4166,10 +4166,10 @@ void MotionTask::updatePositions() {
 
 		case motionTypeJump:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				a->setAction(kActionJumpUp, 0);
 				a->setInterruptablity(false);
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			} else if (a->nextAnimationFrame()) {
 				mt->_motionType = motionTypeThrown;
 				a->setAction(kActionFreeFall, 0);
@@ -4190,16 +4190,16 @@ void MotionTask::updatePositions() {
 
 			if (a->_data.location.z < mt->_immediateLocation.z) {
 				a->_data.location.z++;
-				if (mt->_flags & nextAnim)
+				if (mt->_flags & kMfNextAnim)
 					a->nextAnimationFrame();
-				mt->_flags ^= nextAnim;
+				mt->_flags ^= kMfNextAnim;
 			} else {
 				targetVector = mt->_finalTarget - obj->_data.location;
 				targetDist = targetVector.quickHDistance();
 
 				if (targetDist > kTileUVSize) {
 					mt->_motionType = mt->_prevMotionType;
-					mt->_flags |= reset;
+					mt->_flags |= kMfReset;
 					g_vm->_mTaskList->_nextMT = it;
 				} else
 					moveTaskDone = true;
@@ -4208,9 +4208,9 @@ void MotionTask::updatePositions() {
 
 		case motionTypeWait:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				mt->actionCounter = 5;
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			} else if (--mt->actionCounter == 0)
 				moveTaskDone = true;
 			break;
@@ -4267,7 +4267,7 @@ void MotionTask::updatePositions() {
 
 		case motionTypeUseObjectOnTAI:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				TilePoint       actorLoc = a->getLocation(),
 				                TAILoc;
 				TileRegion      TAIReg;
@@ -4289,7 +4289,7 @@ void MotionTask::updatePositions() {
 
 				//  Compute the direction from the actor to the TAI
 				mt->_direction = (TAILoc - actorLoc).quickDir();
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			}
 
 			if (a->_currentFacing != mt->_direction)
@@ -4307,9 +4307,9 @@ void MotionTask::updatePositions() {
 
 		case motionTypeUseObjectOnLocation:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				mt->_direction = (mt->_targetLoc - a->getLocation()).quickDir();
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			}
 
 			if (a->_currentFacing != mt->_direction)
@@ -4327,7 +4327,7 @@ void MotionTask::updatePositions() {
 
 		case motionTypeUseTAI:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				TilePoint       actorLoc = a->getLocation(),
 				                TAILoc;
 				TileRegion      TAIReg;
@@ -4349,7 +4349,7 @@ void MotionTask::updatePositions() {
 
 				//  Compute the direction from the actor to the TAI
 				mt->_direction = (TAILoc - actorLoc).quickDir();
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			}
 
 			if (a->_currentFacing != mt->_direction)
@@ -4365,9 +4365,9 @@ void MotionTask::updatePositions() {
 		case motionTypeDropObject:
 
 			if (isWorld(mt->_targetLoc._context)) {
-				if (mt->_flags & reset) {
+				if (mt->_flags & kMfReset) {
 					mt->_direction = (mt->_targetLoc - a->getLocation()).quickDir();
-					mt->_flags &= ~reset;
+					mt->_flags &= ~kMfReset;
 				}
 
 				if (a->_currentFacing != mt->_direction)
@@ -4437,9 +4437,9 @@ void MotionTask::updatePositions() {
 
 		case motionTypeDropObjectOnTAI:
 
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				mt->_direction = (mt->_targetLoc - a->getLocation()).quickDir();
-				mt->_flags &= ~reset;
+				mt->_flags &= ~kMfReset;
 			}
 
 			if (a->_currentFacing != mt->_direction)
@@ -4503,11 +4503,11 @@ void MotionTask::updatePositions() {
 			break;
 
 		case motionTypeDie:
-			if (mt->_flags & reset) {
+			if (mt->_flags & kMfReset) {
 				if (a->isActionAvailable(kActionDie)) {
 					a->setAction(kActionDie, 0);
 					a->setInterruptablity(false);
-					mt->_flags &= ~reset;
+					mt->_flags &= ~kMfReset;
 				} else {
 					moveTaskDone = true;
 					a->setInterruptablity(true);
@@ -4564,7 +4564,7 @@ bool MotionTask::freeFall(TilePoint &newPos, StandingTileInfo &sti) {
 supported:
 		if (_motionType != motionTypeWalk
 		        ||  tHeight <= newPos.z
-		        ||  !(_flags & inWater)) {
+		        ||  !(_flags & kMfInWater)) {
 			if (tHeight > newPos.z + kMaxStepHeight) {
 				unstickObject(_object);
 				tHeight = tileSlopeHeight(newPos, _object, &sti);
diff --git a/engines/saga2/motion.h b/engines/saga2/motion.h
index 56524541ac8..b2a1b6320c5 100644
--- a/engines/saga2/motion.h
+++ b/engines/saga2/motion.h
@@ -116,22 +116,22 @@ class MotionTask {
 	uint16          _flags;                  // various flags
 
 	enum motionFlags {
-		pathFind        = (1 << 0),         // walk is using path finding
-		finalPath       = (1 << 1),         // current path is final
-		inWater         = (1 << 2),         // handle motion as in water
-		reset           = (1 << 3),         // target has been reset
-		blocked         = (1 << 4),         // target was blocked
-		requestRun      = (1 << 5),         // caller has requested running
-		wandering       = (1 << 6),         // wander
-		tethered        = (1 << 7),         // stay within tether
-		nextAnim        = (1 << 8),         // update animation for this frame
-		turnDelay       = (1 << 9),         // Delay While Turning
-		TAGTarg         = (1 << 10),        // The target is not an object but a TAG
-		LocTarg         = (1 << 11),        // The target is not an object but a TAG
-		agitated        = (1 << 12),        // Walking around blockage
-		agitatable      = (1 << 13),        // Will agitate when blocked
-		onStairs        = (1 << 14),        // actor is climbing stairs
-		privledged      = (1 << 15)         // don't let AI interrupt this
+		kMfPathFind        = (1 << 0),         // walk is using path finding
+		kMfFinalPath       = (1 << 1),         // current path is final
+		kMfInWater         = (1 << 2),         // handle motion as in water
+		kMfReset           = (1 << 3),         // target has been reset
+		kMfBlocked         = (1 << 4),         // target was blocked
+		kMfRequestRun      = (1 << 5),         // caller has requested running
+		kMfWandering       = (1 << 6),         // wander
+		kMfTethered        = (1 << 7),         // stay within tether
+		kMfNextAnim        = (1 << 8),         // update animation for this frame
+		kMfTurnDelay       = (1 << 9),         // Delay While Turning
+		kMfTAGTarg         = (1 << 10),        // The target is not an object but a TAG
+		kMfLocTarg         = (1 << 11),        // The target is not an object but a TAG
+		kMfAgitated        = (1 << 12),        // Walking around blockage
+		kMfAgitatable      = (1 << 13),        // Will agitate when blocked
+		kMfOnStairs        = (1 << 14),        // actor is climbing stairs
+		kMfPrivledged      = (1 << 15)         // don't let AI interrupt this
 	};
 
 	Direction       _direction;              // direction of movement
@@ -161,7 +161,7 @@ class MotionTask {
 	};
 
 	enum defenseMotionFlags {
-		blocking    = (1 << 0)             // actor is blocking an attack
+		kDfBlocking    = (1 << 0)             // actor is blocking an attack
 	};
 
 	union {
@@ -274,9 +274,9 @@ private:
 	void turnAction() {
 		Actor   *a = (Actor *)_object;
 
-		if (_flags & reset) {
+		if (_flags & kMfReset) {
 			a->setAction(kActionStand, 0);
-			_flags &= ~reset;
+			_flags &= ~kMfReset;
 		}
 
 		if (a->_currentFacing != _direction)
@@ -453,21 +453,21 @@ public:
 
 	//  Determine if the motion task is walking to a destination
 	bool isWalkToDest() {
-		return isWalk() && !(_flags & wandering);
+		return isWalk() && !(_flags & kMfWandering);
 	}
 
 	//  Determine if the motion task is a wandering motion
 	bool isWander() {
-		return isWalk() && (_flags & wandering);
+		return isWalk() && (_flags & kMfWandering);
 	}
 
 	//  Determine if the motion task is tethered
 	bool isTethered() {
-		return isWander() && (_flags & tethered);
+		return isWander() && (_flags & kMfTethered);
 	}
 
 	bool isRunning() {
-		return (_flags & requestRun) && _runCount == 0;
+		return (_flags & kMfRequestRun) && _runCount == 0;
 	}
 
 	bool isTurn() {
@@ -529,7 +529,7 @@ public:
 	static void initMotionTasks();
 
 	bool isPrivledged() {
-		return _flags & privledged;
+		return _flags & kMfPrivledged;
 	}
 };
 
diff --git a/engines/saga2/path.cpp b/engines/saga2/path.cpp
index 45b49b4f7d6..5440759d58a 100644
--- a/engines/saga2/path.cpp
+++ b/engines/saga2/path.cpp
@@ -1382,7 +1382,7 @@ PathRequest::PathRequest(Actor *a, int16 howSmart) {
 	_actor       = a;
 	_smartness   = howSmart;
 	_mTask       = _actor->_moveTask;
-	_flags       = _mTask->_flags & MotionTask::requestRun ? run : 0;
+	_flags       = _mTask->_flags & MotionTask::kMfRequestRun ? run : 0;
 
 	if (_path == nullptr)
 		_path = new TilePoint[kPathSize]();
@@ -1658,8 +1658,8 @@ void PathRequest::finish() {
 		memcpy(_mTask->_pathList, _path, _pathLength * sizeof(_path[0]));
 		_mTask->_pathCount = _pathLength;
 		_mTask->_pathIndex = 0;
-		_mTask->_flags |= MotionTask::reset;
-		if (_flags & completed) _mTask->_flags |= MotionTask::finalPath;
+		_mTask->_flags |= MotionTask::kMfReset;
+		if (_flags & completed) _mTask->_flags |= MotionTask::kMfFinalPath;
 		_mTask->_pathFindTask = nullptr;
 	}
 }
@@ -2175,7 +2175,7 @@ WanderPathRequest::WanderPathRequest(
     Actor *a,
     int16 howSmart) :
 	PathRequest(a, howSmart) {
-	if (_mTask->_flags & MotionTask::tethered) {
+	if (_mTask->_flags & MotionTask::kMfTethered) {
 		_tethered = true;
 		_tetherMinU = _mTask->_tetherMinU;
 		_tetherMinV = _mTask->_tetherMinV;


Commit: bf073313a66e252f98fe4b5867124d67bf39c07c
    https://github.com/scummvm/scummvm/commit/bf073313a66e252f98fe4b5867124d67bf39c07c
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2022-10-29T01:07:20+02:00

Commit Message:
SAGA2: Rename enums in motion.h 2/2

Changed paths:
    engines/saga2/actor.cpp
    engines/saga2/motion.cpp
    engines/saga2/motion.h
    engines/saga2/sagafunc.cpp


diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index 1569f99c660..8f3d41423c2 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -2509,7 +2509,7 @@ void Actor::updateState() {
 	        &&  isDead()
 	        &&  isInterruptable()
 	        && (_moveTask == nullptr
-	            ||  _moveTask->_motionType != MotionTask::motionTypeDie)) {
+	            ||  _moveTask->_motionType != MotionTask::kMotionTypeDie)) {
 		int16       deadState = isActionAvailable(kActionDead)
 		                        ?   kActionDead
 		                        :   isActionAvailable(kActionDie)
diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index d144051ec8b..da201b6fa05 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -420,7 +420,7 @@ MotionTask *MotionTaskList::newTask(GameObject *obj) {
 
 		if ((*it)->_object == obj) {
 			mt = *it;
-			wakeUpThread(mt->_thread, motionInterrupted);
+			wakeUpThread(mt->_thread, kMotionInterrupted);
 			mt->_thread = NoThread;
 
 			break;
@@ -431,7 +431,7 @@ MotionTask *MotionTaskList::newTask(GameObject *obj) {
 		mt = new MotionTask;
 
 		mt->_object = obj;
-		mt->_motionType = mt->_prevMotionType = MotionTask::motionTypeNone;
+		mt->_motionType = mt->_prevMotionType = MotionTask::kMotionTypeNone;
 		mt->_pathFindTask = nullptr;
 		mt->_pathCount = -1;
 		mt->_flags = 0;
@@ -483,8 +483,8 @@ void MotionTask::read(Common::InSaveFile *in) {
 	if (_object && isActor(_object))
 		((Actor *)_object)->_moveTask = this;
 
-	if (_motionType == motionTypeWalk
-	        ||  _prevMotionType == motionTypeWalk) {
+	if (_motionType == kMotionTypeWalk
+	        ||  _prevMotionType == kMotionTypeWalk) {
 		//  Restore the target _data.locations
 		_immediateLocation.load(in);
 		_finalTarget.load(in);
@@ -525,7 +525,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 		_pathFindTask = nullptr;
 	}
 
-	if (_motionType == motionTypeThrown || _motionType == motionTypeShot) {
+	if (_motionType == kMotionTypeThrown || _motionType == kMotionTypeShot) {
 		//  Restore the velocity
 		_velocity.load(in);
 
@@ -536,7 +536,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 		_uErrorTerm = in->readSint16LE();
 		_vErrorTerm = in->readSint16LE();
 
-		if (_motionType == motionTypeShot) {
+		if (_motionType == kMotionTypeShot) {
 			ObjectID _targetObjID,
 			         enactorID;
 
@@ -552,27 +552,27 @@ void MotionTask::read(Common::InSaveFile *in) {
 			            ? (Actor *)GameObject::objectAddress(enactorID)
 			            :   nullptr;
 		}
-	} else if (_motionType == motionTypeClimbUp
-	           ||  _motionType == motionTypeClimbDown) {
+	} else if (_motionType == kMotionTypeClimbUp
+	           ||  _motionType == kMotionTypeClimbDown) {
 		_immediateLocation.load(in);
-	} else if (_motionType == motionTypeJump) {
+	} else if (_motionType == kMotionTypeJump) {
 		_velocity.load(in);
-	} else if (_motionType == motionTypeTurn) {
+	} else if (_motionType == kMotionTypeTurn) {
 		_direction = in->readByte();
-	} else if (_motionType == motionTypeGive) {
+	} else if (_motionType == kMotionTypeGive) {
 		ObjectID id = in->readUint16LE();
 		_targetObj = id != Nothing
 		            ?   GameObject::objectAddress(id)
 		            :   nullptr;
-	} else if (_motionType == motionTypeWait) {
+	} else if (_motionType == kMotionTypeWait) {
 		actionCounter = in->readSint16LE();
-	} else if (_motionType == motionTypeUseObject
-	           ||  _motionType == motionTypeUseObjectOnObject
-	           ||  _motionType == motionTypeUseObjectOnTAI
-	           ||  _motionType == motionTypeUseObjectOnLocation
-	           ||  _motionType == motionTypeDropObject
-	           ||  _motionType == motionTypeDropObjectOnObject
-	           ||  _motionType == motionTypeDropObjectOnTAI) {
+	} else if (_motionType == kMotionTypeUseObject
+	           ||  _motionType == kMotionTypeUseObjectOnObject
+	           ||  _motionType == kMotionTypeUseObjectOnTAI
+	           ||  _motionType == kMotionTypeUseObjectOnLocation
+	           ||  _motionType == kMotionTypeDropObject
+	           ||  _motionType == kMotionTypeDropObjectOnObject
+	           ||  _motionType == kMotionTypeDropObjectOnTAI) {
 	    ObjectID directObjID = in->readUint16LE();
 		_o.directObject = directObjID != Nothing
 		                ?   GameObject::objectAddress(directObjID)
@@ -580,39 +580,39 @@ void MotionTask::read(Common::InSaveFile *in) {
 
 		_direction = in->readByte();
 
-		if (_motionType == motionTypeUseObjectOnObject
-		        ||  _motionType == motionTypeDropObjectOnObject) {
+		if (_motionType == kMotionTypeUseObjectOnObject
+		        ||  _motionType == kMotionTypeDropObjectOnObject) {
 		    ObjectID indirectObjID = in->readUint16LE();
 			_o.indirectObject =  indirectObjID != Nothing
 			                    ?   GameObject::objectAddress(indirectObjID)
 			                    :   nullptr;
 		} else {
-			if (_motionType == motionTypeUseObjectOnTAI
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnTAI
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 			    ActiveItemID tai(in->readSint16LE());
 				_o.TAI = tai != NoActiveItem
 				        ?   ActiveItem::activeItemAddress(tai)
 				        :   nullptr;
 			}
 
-			if (_motionType == motionTypeUseObjectOnLocation
-			        ||  _motionType == motionTypeDropObject
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnLocation
+			        ||  _motionType == kMotionTypeDropObject
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 				_targetLoc.load(in);
 			}
 		}
-	} else if (_motionType == motionTypeUseTAI) {
+	} else if (_motionType == kMotionTypeUseTAI) {
 		ActiveItemID tai(in->readSint16LE());
 		_o.TAI = tai != NoActiveItem
 		        ?   ActiveItem::activeItemAddress(tai)
 		        :   nullptr;
 
 		_direction = in->readByte();
-	} else if (_motionType == motionTypeTwoHandedSwing
-	           ||  _motionType == motionTypeOneHandedSwing
-	           ||  _motionType == motionTypeFireBow
-	           ||  _motionType == motionTypeCastSpell
-	           ||  _motionType == motionTypeUseWand) {
+	} else if (_motionType == kMotionTypeTwoHandedSwing
+	           ||  _motionType == kMotionTypeOneHandedSwing
+	           ||  _motionType == kMotionTypeFireBow
+	           ||  _motionType == kMotionTypeCastSpell
+	           ||  _motionType == kMotionTypeUseWand) {
 		ObjectID    _targetObjID;
 
 		//  Restore the direction
@@ -629,7 +629,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 		            ?   GameObject::objectAddress(_targetObjID)
 		            :   nullptr;
 
-		if (_motionType == motionTypeCastSpell) {
+		if (_motionType == kMotionTypeCastSpell) {
 			SpellID sid       ;
 			ObjectID toid     ;
 			ActiveItemID ttaid;
@@ -659,9 +659,9 @@ void MotionTask::read(Common::InSaveFile *in) {
 
 		//  Restore the action counter
 		actionCounter = in->readSint16LE();
-	} else if (_motionType == motionTypeTwoHandedParry
-	           ||  _motionType == motionTypeOneHandedParry
-	           ||  _motionType == motionTypeShieldParry) {
+	} else if (_motionType == kMotionTypeTwoHandedParry
+	           ||  _motionType == kMotionTypeOneHandedParry
+	           ||  _motionType == kMotionTypeShieldParry) {
 		ObjectID attackerID,
 		         defensiveObjID;
 
@@ -687,13 +687,13 @@ void MotionTask::read(Common::InSaveFile *in) {
 		//  Restore the action counter
 		actionCounter = in->readSint16LE();
 
-		if (_motionType == motionTypeOneHandedParry) {
+		if (_motionType == kMotionTypeOneHandedParry) {
 			//  Restore the combat sub-motion type
 			_combatMotionType = in->readByte();
 		}
-	} else if (_motionType == motionTypeDodge
-	           ||  _motionType == motionTypeAcceptHit
-	           ||  _motionType == motionTypeFallDown) {
+	} else if (_motionType == kMotionTypeDodge
+	           ||  _motionType == kMotionTypeAcceptHit
+	           ||  _motionType == kMotionTypeFallDown) {
 		ObjectID        attackerID;
 
 		//  Get the attacker's ID
@@ -721,8 +721,8 @@ int32 MotionTask::archiveSize() {
 	            +   sizeof(_flags)
 	            +   sizeof(ObjectID);            //  object
 
-	if (_motionType == motionTypeWalk
-	        ||  _prevMotionType == motionTypeWalk) {
+	if (_motionType == kMotionTypeWalk
+	        ||  _prevMotionType == kMotionTypeWalk) {
 		size +=     sizeof(_immediateLocation)
 		            +   sizeof(_finalTarget);
 
@@ -745,7 +745,7 @@ int32 MotionTask::archiveSize() {
 			size += sizeof(TilePoint) * (_pathCount - _pathIndex);
 	}
 
-	if (_motionType == motionTypeThrown || _motionType == motionTypeShot) {
+	if (_motionType == kMotionTypeThrown || _motionType == kMotionTypeShot) {
 		size +=     sizeof(_velocity)
 		            +   sizeof(_steps)
 		            +   sizeof(_uFrac)
@@ -753,57 +753,57 @@ int32 MotionTask::archiveSize() {
 		            +   sizeof(_uErrorTerm)
 		            +   sizeof(_vErrorTerm);
 
-		if (_motionType == motionTypeShot) {
+		if (_motionType == kMotionTypeShot) {
 			size +=     sizeof(ObjectID)         //  _targetObj ID
 			            +   sizeof(ObjectID);        //  enactor ID
 		}
-	} else if (_motionType == motionTypeClimbUp
-	           ||  _motionType == motionTypeClimbDown) {
+	} else if (_motionType == kMotionTypeClimbUp
+	           ||  _motionType == kMotionTypeClimbDown) {
 		size += sizeof(_immediateLocation);
-	} else if (_motionType == motionTypeJump) {
+	} else if (_motionType == kMotionTypeJump) {
 		size += sizeof(_velocity);
-	} else if (_motionType == motionTypeTurn) {
+	} else if (_motionType == kMotionTypeTurn) {
 		size += sizeof(_direction);
-	} else if (_motionType == motionTypeGive) {
+	} else if (_motionType == kMotionTypeGive) {
 		size += sizeof(ObjectID);        //  _targetObj ID
-	} else if (_motionType == motionTypeUseObject
-	           ||  _motionType == motionTypeUseObjectOnObject
-	           ||  _motionType == motionTypeUseObjectOnTAI
-	           ||  _motionType == motionTypeUseObjectOnLocation
-	           ||  _motionType == motionTypeDropObject
-	           ||  _motionType == motionTypeDropObjectOnObject
-	           ||  _motionType == motionTypeDropObjectOnTAI) {
+	} else if (_motionType == kMotionTypeUseObject
+	           ||  _motionType == kMotionTypeUseObjectOnObject
+	           ||  _motionType == kMotionTypeUseObjectOnTAI
+	           ||  _motionType == kMotionTypeUseObjectOnLocation
+	           ||  _motionType == kMotionTypeDropObject
+	           ||  _motionType == kMotionTypeDropObjectOnObject
+	           ||  _motionType == kMotionTypeDropObjectOnTAI) {
 		size +=     sizeof(ObjectID)
 		            +   sizeof(_direction);
 
-		if (_motionType == motionTypeUseObjectOnObject
-		        ||  _motionType == motionTypeDropObjectOnObject) {
+		if (_motionType == kMotionTypeUseObjectOnObject
+		        ||  _motionType == kMotionTypeDropObjectOnObject) {
 			size += sizeof(ObjectID);
 		} else {
-			if (_motionType == motionTypeUseObjectOnTAI
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnTAI
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 				size += sizeof(ActiveItemID);
 			}
 
-			if (_motionType == motionTypeUseObjectOnLocation
-			        ||  _motionType == motionTypeDropObject
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnLocation
+			        ||  _motionType == kMotionTypeDropObject
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 				size += sizeof(_targetLoc);
 			}
 		}
-	} else if (_motionType == motionTypeUseTAI) {
+	} else if (_motionType == kMotionTypeUseTAI) {
 		size +=     sizeof(ActiveItemID)
 		            +   sizeof(_direction);
-	} else if (_motionType == motionTypeTwoHandedSwing
-	           ||  _motionType == motionTypeOneHandedSwing
-	           ||  _motionType == motionTypeFireBow
-	           ||  _motionType == motionTypeCastSpell
-	           ||  _motionType == motionTypeUseWand) {
+	} else if (_motionType == kMotionTypeTwoHandedSwing
+	           ||  _motionType == kMotionTypeOneHandedSwing
+	           ||  _motionType == kMotionTypeFireBow
+	           ||  _motionType == kMotionTypeCastSpell
+	           ||  _motionType == kMotionTypeUseWand) {
 		size +=     sizeof(_direction)
 		            +   sizeof(_combatMotionType)
 		            +   sizeof(ObjectID);            //  _targetObj
 
-		if (_motionType == motionTypeCastSpell) {
+		if (_motionType == kMotionTypeCastSpell) {
 			size += sizeof(SpellID);             //  _spellObj
 			size += sizeof(ObjectID);            //  _targetObj
 			size += sizeof(ActiveItemID);        //  _targetTAG
@@ -812,20 +812,20 @@ int32 MotionTask::archiveSize() {
 
 		size +=     sizeof(actionCounter);
 
-	} else if (_motionType == motionTypeTwoHandedParry
-	           ||  _motionType == motionTypeOneHandedParry
-	           ||  _motionType == motionTypeShieldParry) {
+	} else if (_motionType == kMotionTypeTwoHandedParry
+	           ||  _motionType == kMotionTypeOneHandedParry
+	           ||  _motionType == kMotionTypeShieldParry) {
 		size +=     sizeof(_direction)
 		            +   sizeof(ObjectID)             //  attacker ID
 		            +   sizeof(ObjectID)             //  defensiveObj ID
 		            +   sizeof(_d.defenseFlags)
 		            +   sizeof(actionCounter);
 
-		if (_motionType == motionTypeOneHandedParry)
+		if (_motionType == kMotionTypeOneHandedParry)
 			size += sizeof(_combatMotionType);
-	} else if (_motionType == motionTypeDodge
-	           ||  _motionType == motionTypeAcceptHit
-	           ||  _motionType == motionTypeFallDown) {
+	} else if (_motionType == kMotionTypeDodge
+	           ||  _motionType == kMotionTypeAcceptHit
+	           ||  _motionType == kMotionTypeFallDown) {
 		size +=     sizeof(ObjectID)             //  attacker ID
 		            +   sizeof(actionCounter);
 	}
@@ -852,8 +852,8 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 	//  Store the object ID
 	out->writeUint16LE(objectID);
 
-	if (_motionType == motionTypeWalk
-	        ||  _prevMotionType == motionTypeWalk) {
+	if (_motionType == kMotionTypeWalk
+	        ||  _prevMotionType == kMotionTypeWalk) {
 		//  Store the target _data.locations
 		_immediateLocation.write(out);
 		_finalTarget.write(out);
@@ -890,7 +890,7 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		}
 	}
 
-	if (_motionType == motionTypeThrown || _motionType == motionTypeShot) {
+	if (_motionType == kMotionTypeThrown || _motionType == kMotionTypeShot) {
 		//  Store the velocity
 		_velocity.write(out);
 
@@ -901,7 +901,7 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		out->writeSint16LE(_uErrorTerm);
 		out->writeSint16LE(_vErrorTerm);
 
-		if (_motionType == motionTypeShot) {
+		if (_motionType == kMotionTypeShot) {
 			ObjectID        _targetObjID,
 			                enactorID;
 
@@ -917,25 +917,25 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 
 			out->writeUint16LE(enactorID);
 		}
-	} else if (_motionType == motionTypeClimbUp
-	           ||  _motionType == motionTypeClimbDown) {
+	} else if (_motionType == kMotionTypeClimbUp
+	           ||  _motionType == kMotionTypeClimbDown) {
 		_immediateLocation.write(out);
-	} else if (_motionType == motionTypeJump) {
+	} else if (_motionType == kMotionTypeJump) {
 		_velocity.write(out);
-	} else if (_motionType == motionTypeTurn) {
+	} else if (_motionType == kMotionTypeTurn) {
 		out->writeByte(_direction);
-	} else if (_motionType == motionTypeGive) {
+	} else if (_motionType == kMotionTypeGive) {
 		if (_targetObj != nullptr)
 			out->writeUint16LE(_targetObj->thisID());
 		else
 			out->writeUint16LE(Nothing);
-	} else if (_motionType == motionTypeUseObject
-	           ||  _motionType == motionTypeUseObjectOnObject
-	           ||  _motionType == motionTypeUseObjectOnTAI
-	           ||  _motionType == motionTypeUseObjectOnLocation
-	           ||  _motionType == motionTypeDropObject
-	           ||  _motionType == motionTypeDropObjectOnObject
-	           ||  _motionType == motionTypeDropObjectOnTAI) {
+	} else if (_motionType == kMotionTypeUseObject
+	           ||  _motionType == kMotionTypeUseObjectOnObject
+	           ||  _motionType == kMotionTypeUseObjectOnTAI
+	           ||  _motionType == kMotionTypeUseObjectOnLocation
+	           ||  _motionType == kMotionTypeDropObject
+	           ||  _motionType == kMotionTypeDropObjectOnObject
+	           ||  _motionType == kMotionTypeDropObjectOnTAI) {
 		if (_o.directObject != nullptr)
 			out->writeUint16LE(_o.directObject->thisID());
 		else
@@ -943,39 +943,39 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 
 		out->writeByte(_direction);
 
-		if (_motionType == motionTypeUseObjectOnObject
-		        ||  _motionType == motionTypeDropObjectOnObject) {
+		if (_motionType == kMotionTypeUseObjectOnObject
+		        ||  _motionType == kMotionTypeDropObjectOnObject) {
 			if (_o.indirectObject != nullptr)
 				out->writeUint16LE(_o.indirectObject->thisID());
 			else
 				out->writeUint16LE(Nothing);
 		} else {
-			if (_motionType == motionTypeUseObjectOnTAI
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnTAI
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 				if (_o.TAI != nullptr)
 					out->writeSint16LE(_o.TAI->thisID());
 				else
 					out->writeSint16LE(NoActiveItem.val);
 			}
 
-			if (_motionType == motionTypeUseObjectOnLocation
-			        ||  _motionType == motionTypeDropObject
-			        ||  _motionType == motionTypeDropObjectOnTAI) {
+			if (_motionType == kMotionTypeUseObjectOnLocation
+			        ||  _motionType == kMotionTypeDropObject
+			        ||  _motionType == kMotionTypeDropObjectOnTAI) {
 				_targetLoc.write(out);
 			}
 		}
-	} else if (_motionType == motionTypeUseTAI) {
+	} else if (_motionType == kMotionTypeUseTAI) {
 		if (_o.TAI != nullptr)
 			out->writeSint16LE(_o.TAI->thisID());
 		else
 			out->writeSint16LE(NoActiveItem.val);
 
 		out->writeByte(_direction);
-	} else if (_motionType == motionTypeTwoHandedSwing
-	           ||  _motionType == motionTypeOneHandedSwing
-	           ||  _motionType == motionTypeFireBow
-	           ||  _motionType == motionTypeCastSpell
-	           ||  _motionType == motionTypeUseWand) {
+	} else if (_motionType == kMotionTypeTwoHandedSwing
+	           ||  _motionType == kMotionTypeOneHandedSwing
+	           ||  _motionType == kMotionTypeFireBow
+	           ||  _motionType == kMotionTypeCastSpell
+	           ||  _motionType == kMotionTypeUseWand) {
 		ObjectID    _targetObjID;
 
 		//  Store the direction
@@ -990,7 +990,7 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		//  Store the target object ID
 		out->writeUint16LE(_targetObjID);
 
-		if (_motionType == motionTypeCastSpell) {
+		if (_motionType == kMotionTypeCastSpell) {
 			//  Convert the spell object pointer to an ID
 
 			SpellID sid         = _spellObj != nullptr
@@ -1022,9 +1022,9 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		//  Store the action counter
 		out->writeSint16LE(actionCounter);
 
-	} else if (_motionType == motionTypeTwoHandedParry
-	           ||  _motionType == motionTypeOneHandedParry
-	           ||  _motionType == motionTypeShieldParry) {
+	} else if (_motionType == kMotionTypeTwoHandedParry
+	           ||  _motionType == kMotionTypeOneHandedParry
+	           ||  _motionType == kMotionTypeShieldParry) {
 		ObjectID        attackerID,
 		                defensiveObjID;
 
@@ -1044,13 +1044,13 @@ void MotionTask::write(Common::MemoryWriteStreamDynamic *out) {
 		//  Store the action counter
 		out->writeSint16LE(actionCounter);
 
-		if (_motionType == motionTypeOneHandedParry) {
+		if (_motionType == kMotionTypeOneHandedParry) {
 			//  Store the combat sub-motion type
 			out->writeByte(_combatMotionType);
 		}
-	} else if (_motionType == motionTypeDodge
-	           ||  _motionType == motionTypeAcceptHit
-	           ||  _motionType == motionTypeFallDown) {
+	} else if (_motionType == kMotionTypeDodge
+	           ||  _motionType == kMotionTypeAcceptHit
+	           ||  _motionType == kMotionTypeFallDown) {
 		ObjectID        attackerID;
 
 		attackerID = _d.attacker != nullptr ? _d.attacker->thisID() : Nothing;
@@ -1158,7 +1158,7 @@ void MotionTask::turn(Actor &obj, Direction dir) {
 
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		mt->_direction = dir;
-		mt->_motionType = motionTypeTurn;
+		mt->_motionType = kMotionTypeTurn;
 		mt->_flags = kMfReset;
 	}
 }
@@ -1171,7 +1171,7 @@ void MotionTask::turnTowards(Actor &obj, const TilePoint &where) {
 
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		mt->_direction = (where - obj.getLocation()).quickDir();
-		mt->_motionType = motionTypeTurn;
+		mt->_motionType = kMotionTypeTurn;
 		mt->_flags = kMfReset;
 	}
 }
@@ -1185,7 +1185,7 @@ void MotionTask::give(Actor &actor, Actor &givee) {
 
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
 		mt->_targetObj = &givee;
-		mt->_motionType = motionTypeGive;
+		mt->_motionType = kMotionTypeGive;
 		mt->_flags = kMfReset;
 	}
 }
@@ -1199,7 +1199,7 @@ void MotionTask::throwObject(GameObject &obj, const TilePoint &velocity) {
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		if (obj.isMissile()) obj._data.missileFacing = missileNoFacing;
 		mt->_velocity = velocity;
-		mt->_motionType = motionTypeThrown;
+		mt->_motionType = kMotionTypeThrown;
 	}
 }
 
@@ -1217,7 +1217,7 @@ void MotionTask::throwObjectTo(GameObject &obj, const TilePoint &where) {
 	if ((mt = g_vm->_mTaskList->newTask(&obj)) != nullptr) {
 		if (obj.isMissile()) obj._data.missileFacing = missileNoFacing;
 		mt->calcVelocity(where - obj.getLocation(), turns);
-		mt->_motionType = motionTypeThrown;
+		mt->_motionType = kMotionTypeThrown;
 	}
 }
 
@@ -1246,7 +1246,7 @@ void MotionTask::shootObject(
 			if (targetActor->_moveTask != nullptr) {
 				MotionTask      *targetMotion = targetActor->_moveTask;
 
-				if (targetMotion->_motionType == motionTypeWalk)
+				if (targetMotion->_motionType == kMotionTypeWalk)
 					vector += targetMotion->_velocity * turns;
 			}
 		}
@@ -1256,7 +1256,7 @@ void MotionTask::shootObject(
 		if (obj.isMissile())
 			obj._data.missileFacing = missileDir(mt->_velocity);
 
-		mt->_motionType = motionTypeShot;
+		mt->_motionType = kMotionTypeShot;
 		mt->_o.enactor = &doer;
 		mt->_targetObj = ⌖
 	}
@@ -1276,7 +1276,7 @@ void MotionTask::walkTo(
 		if (!mt->isReflex() && !actor.isImmobile()) {
 			unstickObject(&actor);
 			mt->_finalTarget = mt->_immediateLocation = target;
-			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
+			mt->_motionType = mt->_prevMotionType = kMotionTypeWalk;
 			mt->_pathCount = mt->_pathIndex = 0;
 			mt->_flags = kMfPathFind | kMfReset;
 			mt->_runCount = 12;          // # of frames until we can run
@@ -1308,7 +1308,7 @@ void MotionTask::walkToDirect(
 			mt->_pathFindTask = nullptr;
 
 			unstickObject(&actor);
-			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
+			mt->_motionType = mt->_prevMotionType = kMotionTypeWalk;
 			mt->_finalTarget = mt->_immediateLocation = target;
 			mt->_pathCount = mt->_pathIndex = 0;
 			mt->_flags = kMfReset;
@@ -1337,7 +1337,7 @@ void MotionTask::wander(
 			mt->_pathFindTask = nullptr;
 
 			unstickObject(&actor);
-			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
+			mt->_motionType = mt->_prevMotionType = kMotionTypeWalk;
 			mt->_immediateLocation = Nowhere;
 			mt->_pathCount = mt->_pathIndex = 0;
 			mt->_flags = kMfReset | kMfWandering;
@@ -1367,7 +1367,7 @@ void MotionTask::tetheredWander(
 			mt->_pathFindTask = nullptr;
 
 			unstickObject(&actor);
-			mt->_motionType = mt->_prevMotionType = motionTypeWalk;
+			mt->_motionType = mt->_prevMotionType = kMotionTypeWalk;
 			mt->_immediateLocation = Nowhere;
 			mt->_tetherMinU = tetherReg.min.u;
 			mt->_tetherMinV = tetherReg.min.v;
@@ -1392,8 +1392,8 @@ void MotionTask::upLadder(Actor &actor) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
-		if (mt->_motionType != motionTypeClimbUp) {
-			mt->_motionType = motionTypeClimbUp;
+		if (mt->_motionType != kMotionTypeClimbUp) {
+			mt->_motionType = kMotionTypeClimbUp;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1406,8 +1406,8 @@ void MotionTask::downLadder(Actor &actor) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
-		if (mt->_motionType != motionTypeClimbDown) {
-			mt->_motionType = motionTypeClimbDown;
+		if (mt->_motionType != kMotionTypeClimbDown) {
+			mt->_motionType = kMotionTypeClimbDown;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1420,8 +1420,8 @@ void MotionTask::talk(Actor &actor) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
-		if (mt->_motionType != motionTypeTalk) {
-			mt->_motionType = motionTypeTalk;
+		if (mt->_motionType != kMotionTypeTalk) {
+			mt->_motionType = kMotionTypeTalk;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1435,9 +1435,9 @@ void MotionTask::jump(Actor &actor) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&actor)) != nullptr) {
-		if (mt->_motionType != motionTypeThrown) {
+		if (mt->_motionType != kMotionTypeThrown) {
 			mt->_velocity.z = 10;
-			mt->_motionType = motionTypeJump;
+			mt->_motionType = kMotionTypeJump;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1451,8 +1451,8 @@ void MotionTask::wait(Actor &a) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeWait) {
-			mt->_motionType = motionTypeWait;
+		if (mt->_motionType != kMotionTypeWait) {
+			mt->_motionType = kMotionTypeWait;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1465,8 +1465,8 @@ void MotionTask::useObject(Actor &a, GameObject &dObj) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseObject) {
-			mt->_motionType = motionTypeUseObject;
+		if (mt->_motionType != kMotionTypeUseObject) {
+			mt->_motionType = kMotionTypeUseObject;
 			mt->_o.directObject = &dObj;
 			mt->_flags = kMfReset;
 			if (isPlayerActor(&a)) mt->_flags |= kMfPrivledged;
@@ -1484,8 +1484,8 @@ void MotionTask::useObjectOnObject(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseObjectOnObject) {
-			mt->_motionType = motionTypeUseObjectOnObject;
+		if (mt->_motionType != kMotionTypeUseObjectOnObject) {
+			mt->_motionType = kMotionTypeUseObjectOnObject;
 			mt->_o.directObject = &dObj;
 			mt->_o.indirectObject = ⌖
 			mt->_flags = kMfReset;
@@ -1504,8 +1504,8 @@ void MotionTask::useObjectOnTAI(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseObjectOnTAI) {
-			mt->_motionType = motionTypeUseObjectOnTAI;
+		if (mt->_motionType != kMotionTypeUseObjectOnTAI) {
+			mt->_motionType = kMotionTypeUseObjectOnTAI;
 			mt->_o.directObject = &dObj;
 			mt->_o.TAI = ⌖
 			mt->_flags = kMfReset;
@@ -1523,8 +1523,8 @@ void MotionTask::useObjectOnLocation(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseObjectOnLocation) {
-			mt->_motionType = motionTypeUseObjectOnLocation;
+		if (mt->_motionType != kMotionTypeUseObjectOnLocation) {
+			mt->_motionType = kMotionTypeUseObjectOnLocation;
 			mt->_o.directObject = &dObj;
 			mt->_targetLoc = target;
 			mt->_flags = kMfReset;
@@ -1539,8 +1539,8 @@ void MotionTask::useTAI(Actor &a, ActiveItem &dTAI) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseTAI) {
-			mt->_motionType = motionTypeUseTAI;
+		if (mt->_motionType != kMotionTypeUseTAI) {
+			mt->_motionType = kMotionTypeUseTAI;
 			mt->_o.TAI = &dTAI;
 			mt->_flags = kMfReset;
 		}
@@ -1557,8 +1557,8 @@ void MotionTask::dropObject(Actor       &a,
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeDropObject) {
-			mt->_motionType = motionTypeDropObject;
+		if (mt->_motionType != kMotionTypeDropObject) {
+			mt->_motionType = kMotionTypeDropObject;
 			mt->_o.directObject = &dObj;
 			mt->_targetLoc = loc;
 			mt->_flags = kMfReset;
@@ -1592,8 +1592,8 @@ void MotionTask::dropObjectOnObject(
 	//  Otherwise, drop it on the object
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeDropObjectOnObject) {
-			mt->_motionType = motionTypeDropObjectOnObject;
+		if (mt->_motionType != kMotionTypeDropObjectOnObject) {
+			mt->_motionType = kMotionTypeDropObjectOnObject;
 			mt->_o.directObject = &dObj;
 			mt->_o.indirectObject = ⌖
 			mt->_flags = kMfReset;
@@ -1613,8 +1613,8 @@ void MotionTask::dropObjectOnTAI(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeDropObjectOnTAI) {
-			mt->_motionType = motionTypeDropObjectOnTAI;
+		if (mt->_motionType != kMotionTypeDropObjectOnTAI) {
+			mt->_motionType = kMotionTypeDropObjectOnTAI;
 			mt->_o.directObject = &dObj;
 			mt->_o.TAI = ⌖
 			mt->_targetLoc = loc;
@@ -1628,12 +1628,12 @@ void MotionTask::dropObjectOnTAI(
 //	has no control )
 
 bool MotionTask::isReflex() {
-	return      _motionType == motionTypeThrown
-	            ||  _motionType == motionTypeFall
-	            ||  _motionType == motionTypeLand
-	            ||  _motionType == motionTypeAcceptHit
-	            ||  _motionType == motionTypeFallDown
-	            ||  _motionType == motionTypeDie;
+	return      _motionType == kMotionTypeThrown
+	            ||  _motionType == kMotionTypeFall
+	            ||  _motionType == kMotionTypeLand
+	            ||  _motionType == kMotionTypeAcceptHit
+	            ||  _motionType == kMotionTypeFallDown
+	            ||  _motionType == kMotionTypeDie;
 }
 
 //  Offensive combat actions
@@ -1645,8 +1645,8 @@ void MotionTask::twoHandedSwing(Actor &a, GameObject &target) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeTwoHandedSwing) {
-			mt->_motionType = motionTypeTwoHandedSwing;
+		if (mt->_motionType != kMotionTypeTwoHandedSwing) {
+			mt->_motionType = kMotionTypeTwoHandedSwing;
 			mt->_targetObj = ⌖
 			mt->_flags = kMfReset;
 		}
@@ -1660,8 +1660,8 @@ void MotionTask::oneHandedSwing(Actor &a, GameObject &target) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeOneHandedSwing) {
-			mt->_motionType = motionTypeOneHandedSwing;
+		if (mt->_motionType != kMotionTypeOneHandedSwing) {
+			mt->_motionType = kMotionTypeOneHandedSwing;
 			mt->_targetObj = ⌖
 			mt->_flags = kMfReset;
 		}
@@ -1675,8 +1675,8 @@ void MotionTask::fireBow(Actor &a, GameObject &target) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeFireBow) {
-			mt->_motionType = motionTypeFireBow;
+		if (mt->_motionType != kMotionTypeFireBow) {
+			mt->_motionType = kMotionTypeFireBow;
 			mt->_targetObj = ⌖
 			mt->_flags = kMfReset;
 		}
@@ -1690,8 +1690,8 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, GameObject &target) {
 	MotionTask      *mt;
 	motionTypes     type =
 	    (spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
-	    motionTypeGive :
-	    motionTypeCastSpell;
+	    kMotionTypeGive :
+	    kMotionTypeCastSpell;
 
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
@@ -1710,8 +1710,8 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, Location &target) {
 	MotionTask      *mt;
 	motionTypes     type =
 	    (spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
-	    motionTypeGive :
-	    motionTypeCastSpell;
+	    kMotionTypeGive :
+	    kMotionTypeCastSpell;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
 		if (mt->_motionType != type) {
@@ -1729,8 +1729,8 @@ void MotionTask::castSpell(Actor &a, SkillProto &spell, ActiveItem &target) {
 	MotionTask      *mt;
 	motionTypes     type =
 	    (spellBook[spell.getSpellID()].getManaType() == sManaIDSkill) ?
-	    motionTypeGive :
-	    motionTypeCastSpell;
+	    kMotionTypeGive :
+	    kMotionTypeCastSpell;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
 		if (mt->_motionType != type) {
@@ -1759,8 +1759,8 @@ void MotionTask::useWand(Actor &a, GameObject &target) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeUseWand) {
-			mt->_motionType = motionTypeUseWand;
+		if (mt->_motionType != kMotionTypeUseWand) {
+			mt->_motionType = kMotionTypeUseWand;
 			mt->_targetObj = ⌖
 			mt->_flags = kMfReset;
 		}
@@ -1779,8 +1779,8 @@ void MotionTask::twoHandedParry(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeTwoHandedParry) {
-			mt->_motionType = motionTypeTwoHandedParry;
+		if (mt->_motionType != kMotionTypeTwoHandedParry) {
+			mt->_motionType = kMotionTypeTwoHandedParry;
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &weapon;
 		}
@@ -1799,8 +1799,8 @@ void MotionTask::oneHandedParry(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeOneHandedParry) {
-			mt->_motionType = motionTypeOneHandedParry;
+		if (mt->_motionType != kMotionTypeOneHandedParry) {
+			mt->_motionType = kMotionTypeOneHandedParry;
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &weapon;
 		}
@@ -1819,8 +1819,8 @@ void MotionTask::shieldParry(
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeShieldParry) {
-			mt->_motionType = motionTypeShieldParry;
+		if (mt->_motionType != kMotionTypeShieldParry) {
+			mt->_motionType = kMotionTypeShieldParry;
 			mt->_d.attacker = &opponent;
 			mt->_d.defensiveObj = &shield;
 		}
@@ -1836,8 +1836,8 @@ void MotionTask::dodge(Actor &a, Actor &opponent) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeDodge) {
-			mt->_motionType = motionTypeDodge;
+		if (mt->_motionType != kMotionTypeDodge) {
+			mt->_motionType = kMotionTypeDodge;
 			mt->_d.attacker = &opponent;
 		}
 		mt->_flags = kMfReset;
@@ -1854,8 +1854,8 @@ void MotionTask::acceptHit(Actor &a, Actor &opponent) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeAcceptHit) {
-			mt->_motionType = motionTypeAcceptHit;
+		if (mt->_motionType != kMotionTypeAcceptHit) {
+			mt->_motionType = kMotionTypeAcceptHit;
 			mt->_d.attacker = &opponent;
 			mt->_flags = kMfReset;
 		}
@@ -1869,8 +1869,8 @@ void MotionTask::fallDown(Actor &a, Actor &opponent) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeFallDown) {
-			mt->_motionType = motionTypeFallDown;
+		if (mt->_motionType != kMotionTypeFallDown) {
+			mt->_motionType = kMotionTypeFallDown;
 			mt->_d.attacker = &opponent;
 			mt->_flags = kMfReset;
 		}
@@ -1884,8 +1884,8 @@ void MotionTask::die(Actor &a) {
 	MotionTask      *mt;
 
 	if ((mt = g_vm->_mTaskList->newTask(&a)) != nullptr) {
-		if (mt->_motionType != motionTypeDie) {
-			mt->_motionType = motionTypeDie;
+		if (mt->_motionType != kMotionTypeDie) {
+			mt->_motionType = kMotionTypeDie;
 			mt->_flags = kMfReset;
 		}
 	}
@@ -1895,10 +1895,10 @@ void MotionTask::die(Actor &a) {
 //	Determine if this MotionTask is a defensive motion
 
 bool MotionTask::isDefense() {
-	return      _motionType == motionTypeOneHandedParry
-	            ||  _motionType == motionTypeTwoHandedParry
-	            ||  _motionType == motionTypeShieldParry
-	            ||  _motionType == motionTypeDodge;
+	return      _motionType == kMotionTypeOneHandedParry
+	            ||  _motionType == kMotionTypeTwoHandedParry
+	            ||  _motionType == kMotionTypeShieldParry
+	            ||  _motionType == kMotionTypeDodge;
 }
 
 //-----------------------------------------------------------------------
@@ -1906,24 +1906,24 @@ bool MotionTask::isDefense() {
 
 bool MotionTask::isAttack() {
 	return      isMeleeAttack()
-	            ||  _motionType == motionTypeFireBow
-	            ||  _motionType == motionTypeCastSpell
-	            ||  _motionType == motionTypeUseWand;
+	            ||  _motionType == kMotionTypeFireBow
+	            ||  _motionType == kMotionTypeCastSpell
+	            ||  _motionType == kMotionTypeUseWand;
 }
 
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is an offensive melee motion
 
 bool MotionTask::isMeleeAttack() {
-	return      _motionType == motionTypeOneHandedSwing
-	            ||  _motionType == motionTypeTwoHandedSwing;
+	return      _motionType == kMotionTypeOneHandedSwing
+	            ||  _motionType == kMotionTypeTwoHandedSwing;
 }
 
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is a walk motion
 
 bool MotionTask::isWalk() {
-	return _prevMotionType == motionTypeWalk;
+	return _prevMotionType == kMotionTypeWalk;
 }
 
 //-----------------------------------------------------------------------
@@ -1948,7 +1948,7 @@ TileRegion MotionTask::getTether() {
 //  then call this function.
 
 void MotionTask::changeTarget(const TilePoint &newPos, bool run) {
-	if (_prevMotionType == motionTypeWalk) {
+	if (_prevMotionType == kMotionTypeWalk) {
 		uint16      oldFlags = _flags;
 
 		abortPathFind(this);
@@ -1978,8 +1978,8 @@ void MotionTask::changeTarget(const TilePoint &newPos, bool run) {
 //	call this function.
 
 void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
-	if (_prevMotionType == motionTypeWalk) {
-		_prevMotionType = motionTypeWalk;
+	if (_prevMotionType == kMotionTypeWalk) {
+		_prevMotionType = kMotionTypeWalk;
 
 		_finalTarget = _immediateLocation = newPos;
 
@@ -2001,7 +2001,7 @@ void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
 //  Cancel actor movement if walking...
 void MotionTask::finishWalk() {
 	//  If the actor is in a running state
-	if (_motionType == motionTypeWalk) {
+	if (_motionType == kMotionTypeWalk) {
 		remove();
 		//  If there is currently a path finding request, abort it.
 		/*      abortPathFind( this );
@@ -2017,7 +2017,7 @@ void MotionTask::finishWalk() {
 
 //  Cancel actor movement if talking...
 void MotionTask::finishTalking() {
-	if (_motionType == motionTypeTalk) {
+	if (_motionType == kMotionTypeTalk) {
 		if (isActor(_object)) {
 			Actor   *a = (Actor *)_object;
 			if (a->_currentAnimation != kActionStand)
@@ -2142,7 +2142,7 @@ void MotionTask::ballisticAction() {
 		} else {
 			TilePoint       oldVelocity = _velocity;
 
-			if (_motionType == motionTypeShot && collisionObject != nullptr) {
+			if (_motionType == kMotionTypeShot && collisionObject != nullptr) {
 				//  If this motion is for a shot arrow and we did not
 				//  collide with our target object just continue the
 				//  motion as if there was no collision.
@@ -2231,7 +2231,7 @@ void MotionTask::ballisticAction() {
 				}
 			}
 			_uFrac = _vFrac = 0;
-			if (_motionType == motionTypeShot && obj->isMissile())
+			if (_motionType == kMotionTypeShot && obj->isMissile())
 				obj->_data.missileFacing = missileDir(_velocity);
 
 			//  If the ballistic object is an actor hitting the
@@ -2248,8 +2248,8 @@ void MotionTask::ballisticAction() {
 					obj->move(location);
 					if (!((Actor *)obj)->isDead()) {
 						_motionType =    velocityMagnitude <= 16
-						                ?   motionTypeLand
-						                :   motionTypeLandBadly;
+						                ?   kMotionTypeLand
+						                :   kMotionTypeLandBadly;
 						_flags |= kMfReset;
 						setObjectSurface(obj, sti);
 					} else {
@@ -2402,7 +2402,7 @@ void MotionTask::walkAction() {
 	aa = a->_appearance;
 
 	if (a->isImmobile()) {
-		remove(motionWalkBlocked);
+		remove(kMotionWalkBlocked);
 		return;
 	}
 
@@ -2702,7 +2702,7 @@ void MotionTask::walkAction() {
 	}
 
 	if (moveTaskDone) {
-		remove(motionCompleted);
+		remove(kMotionCompleted);
 	} else if (moveBlocked) {
 		a->setAction(kActionStand, 0);
 		if (_flags & kMfAgitatable) {
@@ -2724,7 +2724,7 @@ void MotionTask::walkAction() {
 				_pathIndex = _pathCount = 0;
 			}
 		} else
-			remove(motionWalkBlocked);
+			remove(kMotionWalkBlocked);
 	} else if (moveTaskWaiting
 	           ||  movementDirection != a->_currentFacing) {
 		//  When he starts running again, then have him walk only.
@@ -3100,7 +3100,7 @@ void MotionTask::giveAction() {
 	if (a->_currentFacing != targetDir)
 		a->turn(targetDir);
 	else if (a->nextAnimationFrame())
-		remove(motionCompleted);
+		remove(kMotionCompleted);
 }
 
 
@@ -3112,7 +3112,7 @@ void MotionTask::genericAnimationAction(uint8 actionType) {
 		a->setAction(actionType, 0);
 		_flags &= ~kMfReset;
 	} else if (a->nextAnimationFrame())
-		remove(motionCompleted);
+		remove(kMotionCompleted);
 }
 
 //  This class is specifically designed to aid in the selection of
@@ -3131,12 +3131,12 @@ struct CombatMotionSet {
 
 //  Construct a set of all two handed swing types
 const uint8 twoHandedSwingArray[] = {
-	MotionTask::twoHandedSwingHigh,
-	MotionTask::twoHandedSwingLow,
-	MotionTask::twoHandedSwingLeftHigh,
-	MotionTask::twoHandedSwingLeftLow,
-	MotionTask::twoHandedSwingRightHigh,
-	MotionTask::twoHandedSwingRightLow,
+	MotionTask::kTwoHandedSwingHigh,
+	MotionTask::kTwoHandedSwingLow,
+	MotionTask::kTwoHandedSwingLeftHigh,
+	MotionTask::kTwoHandedSwingLeftLow,
+	MotionTask::kTwoHandedSwingRightHigh,
+	MotionTask::kTwoHandedSwingRightLow,
 };
 
 const CombatMotionSet twoHandedSwingSet = {
@@ -3146,9 +3146,9 @@ const CombatMotionSet twoHandedSwingSet = {
 
 //  Construct a subset of all high two handed swing types
 const uint8 twoHandedHighSwingArray[] = {
-	MotionTask::twoHandedSwingHigh,
-	MotionTask::twoHandedSwingLeftHigh,
-	MotionTask::twoHandedSwingRightHigh,
+	MotionTask::kTwoHandedSwingHigh,
+	MotionTask::kTwoHandedSwingLeftHigh,
+	MotionTask::kTwoHandedSwingRightHigh,
 };
 
 const CombatMotionSet twoHandedHighSwingSet = {
@@ -3158,9 +3158,9 @@ const CombatMotionSet twoHandedHighSwingSet = {
 
 //  Construct a subset of all low two handed swing types
 const uint8 twoHandedLowSwingArray[] = {
-	MotionTask::twoHandedSwingLow,
-	MotionTask::twoHandedSwingLeftLow,
-	MotionTask::twoHandedSwingRightLow,
+	MotionTask::kTwoHandedSwingLow,
+	MotionTask::kTwoHandedSwingLeftLow,
+	MotionTask::kTwoHandedSwingRightLow,
 };
 
 const CombatMotionSet twoHandedLowSwingSet = {
@@ -3253,9 +3253,9 @@ void MotionTask::twoHandedSwingAction() {
 
 //  Construct a set of all one handed swing types
 const uint8 oneHandedSwingArray[] = {
-	MotionTask::oneHandedSwingHigh,
-	MotionTask::oneHandedSwingLow,
-//				MotionTask::oneHandedThrust,
+	MotionTask::kOneHandedSwingHigh,
+	MotionTask::kOneHandedSwingLow,
+//				MotionTask::kOneHandedThrust,
 };
 
 const CombatMotionSet oneHandedSwingSet = {
@@ -3265,7 +3265,7 @@ const CombatMotionSet oneHandedSwingSet = {
 
 //  Construct a subset of all high one handed swing types
 const uint8 oneHandedHighSwingArray[] = {
-	MotionTask::oneHandedSwingHigh,
+	MotionTask::kOneHandedSwingHigh,
 };
 
 const CombatMotionSet oneHandedHighSwingSet = {
@@ -3275,7 +3275,7 @@ const CombatMotionSet oneHandedHighSwingSet = {
 
 //  Construct a subset of all low one handed swing types
 const uint8 oneHandedLowSwingArray[] = {
-	MotionTask::oneHandedSwingLow,
+	MotionTask::kOneHandedSwingLow,
 };
 
 const CombatMotionSet oneHandedLowSwingSet = {
@@ -3331,7 +3331,7 @@ void MotionTask::oneHandedSwingAction() {
 		//  Randomly select a combat motion type from the available set
 		_combatMotionType = availableSet->selectRandom();
 
-		/*      if ( _combatMotionType == oneHandedThrust )
+		/*      if ( _combatMotionType == kOneHandedThrust )
 		        {
 		            //  Initialize the thrust motion
 		        }
@@ -3646,7 +3646,7 @@ void MotionTask::oneHandedParryAction() {
 
 		_direction = (_d.attacker->getLocation() - a->getLocation()).quickDir();
 
-		_combatMotionType = oneHandedParryHigh;
+		_combatMotionType = kOneHandedParryHigh;
 		if (a->_appearance != nullptr
 		        &&  a->isActionAvailable(kActionParryHigh)) {
 			a->setAction(kActionParryHigh, 0);
@@ -4061,24 +4061,24 @@ void MotionTask::updatePositions() {
 			mt->_flags &= ~kMfInWater;
 
 		switch (mt->_motionType) {
-		case motionTypeThrown:
-		case motionTypeShot:
+		case kMotionTypeThrown:
+		case kMotionTypeShot:
 			mt->ballisticAction();
 			break;
 
-		case motionTypeWalk:
+		case kMotionTypeWalk:
 			mt->walkAction();
 			break;
 
-		case motionTypeClimbUp:
+		case kMotionTypeClimbUp:
 			mt->upLadderAction();
 			break;
 
-		case motionTypeClimbDown:
+		case kMotionTypeClimbDown:
 			mt->downLadderAction();
 			break;
 
-		case motionTypeTalk:
+		case kMotionTypeTalk:
 
 			if (mt->_flags & kMfReset) {
 				a->setAction(kActionStand, 0);
@@ -4099,16 +4099,16 @@ void MotionTask::updatePositions() {
 				a->_cycleCount--;
 			break;
 
-		case motionTypeLand:
-		case motionTypeLandBadly:
+		case kMotionTypeLand:
+		case kMotionTypeLandBadly:
 
 			if (mt->_flags & kMfReset) {
-				int16   newAction = mt->_motionType == motionTypeLand
+				int16   newAction = mt->_motionType == kMotionTypeLand
 				                    ?   kActionJumpUp
 				                    :   kActionFallBadly;
 
 				if (!a->isActionAvailable(newAction)) {
-					if (mt->_prevMotionType == motionTypeWalk) {
+					if (mt->_prevMotionType == kMotionTypeWalk) {
 						mt->_motionType = mt->_prevMotionType;
 						if (mt->_flags & kMfPathFind) {
 							mt->changeTarget(
@@ -4127,7 +4127,7 @@ void MotionTask::updatePositions() {
 					mt->_flags &= ~kMfReset;
 				}
 			} else if (a->nextAnimationFrame() || (mt->_flags & kMfInWater)) {
-				if (mt->_prevMotionType == motionTypeWalk) {
+				if (mt->_prevMotionType == kMotionTypeWalk) {
 					mt->_motionType = mt->_prevMotionType;
 					if (mt->_flags & kMfPathFind) {
 						mt->changeTarget(
@@ -4145,7 +4145,7 @@ void MotionTask::updatePositions() {
 				//  If actor was running, go through an abreviated
 				//  landing sequence by aborting the landing animation
 				//  after the first frame.
-				if (mt->_prevMotionType == motionTypeWalk
+				if (mt->_prevMotionType == kMotionTypeWalk
 				        &&  mt->_flags & kMfRequestRun
 				        &&  mt->_runCount == 0
 				        &&  !(mt->_flags & kMfInWater)) {
@@ -4164,29 +4164,29 @@ void MotionTask::updatePositions() {
 			}
 			break;
 
-		case motionTypeJump:
+		case kMotionTypeJump:
 
 			if (mt->_flags & kMfReset) {
 				a->setAction(kActionJumpUp, 0);
 				a->setInterruptablity(false);
 				mt->_flags &= ~kMfReset;
 			} else if (a->nextAnimationFrame()) {
-				mt->_motionType = motionTypeThrown;
+				mt->_motionType = kMotionTypeThrown;
 				a->setAction(kActionFreeFall, 0);
 			}
 			break;
 
-		case motionTypeTurn:
+		case kMotionTypeTurn:
 
 			mt->turnAction();
 			break;
 
-		case motionTypeGive:
+		case kMotionTypeGive:
 
 			mt->giveAction();
 			break;
 
-		case motionTypeRise:
+		case kMotionTypeRise:
 
 			if (a->_data.location.z < mt->_immediateLocation.z) {
 				a->_data.location.z++;
@@ -4206,7 +4206,7 @@ void MotionTask::updatePositions() {
 			}
 			break;
 
-		case motionTypeWait:
+		case kMotionTypeWait:
 
 			if (mt->_flags & kMfReset) {
 				mt->actionCounter = 5;
@@ -4215,7 +4215,7 @@ void MotionTask::updatePositions() {
 				moveTaskDone = true;
 			break;
 
-		case motionTypeUseObject:
+		case kMotionTypeUseObject:
 
 			//  This will be uninterrutable for 2 frames
 			a->setActionPoints(2);
@@ -4224,7 +4224,7 @@ void MotionTask::updatePositions() {
 			moveTaskDone = true;
 			break;
 
-		case motionTypeUseObjectOnObject:
+		case kMotionTypeUseObjectOnObject:
 
 			if (isWorld(mt->_o.indirectObject->IDParent())) {
 				if (
@@ -4245,7 +4245,7 @@ void MotionTask::updatePositions() {
 						mt->_o.directObject->useOn(
 						    a->thisID(),
 						    mt->_o.indirectObject->thisID());
-						if (mt->_motionType == motionTypeUseObjectOnObject)
+						if (mt->_motionType == kMotionTypeUseObjectOnObject)
 							moveTaskDone = true;
 						else
 							g_vm->_mTaskList->_nextMT = it;
@@ -4257,7 +4257,7 @@ void MotionTask::updatePositions() {
 				mt->_o.directObject->useOn(
 				    a->thisID(),
 				    mt->_o.indirectObject->thisID());
-				if (mt->_motionType == motionTypeUseObjectOnObject)
+				if (mt->_motionType == kMotionTypeUseObjectOnObject)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
@@ -4265,7 +4265,7 @@ void MotionTask::updatePositions() {
 
 			break;
 
-		case motionTypeUseObjectOnTAI:
+		case kMotionTypeUseObjectOnTAI:
 
 			if (mt->_flags & kMfReset) {
 				TilePoint       actorLoc = a->getLocation(),
@@ -4298,14 +4298,14 @@ void MotionTask::updatePositions() {
 				//  The actor will now be uniterruptable
 				a->setActionPoints(2);
 				mt->_o.directObject->useOn(a->thisID(), mt->_o.TAI);
-				if (mt->_motionType == motionTypeUseObjectOnTAI)
+				if (mt->_motionType == kMotionTypeUseObjectOnTAI)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
 			}
 			break;
 
-		case motionTypeUseObjectOnLocation:
+		case kMotionTypeUseObjectOnLocation:
 
 			if (mt->_flags & kMfReset) {
 				mt->_direction = (mt->_targetLoc - a->getLocation()).quickDir();
@@ -4318,14 +4318,14 @@ void MotionTask::updatePositions() {
 				//  The actor will now be uniterruptable
 				a->setActionPoints(2);
 				mt->_o.directObject->useOn(a->thisID(), mt->_targetLoc);
-				if (mt->_motionType == motionTypeUseObjectOnLocation)
+				if (mt->_motionType == kMotionTypeUseObjectOnLocation)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
 			}
 			break;
 
-		case motionTypeUseTAI:
+		case kMotionTypeUseTAI:
 
 			if (mt->_flags & kMfReset) {
 				TilePoint       actorLoc = a->getLocation(),
@@ -4362,7 +4362,7 @@ void MotionTask::updatePositions() {
 			}
 			break;
 
-		case motionTypeDropObject:
+		case kMotionTypeDropObject:
 
 			if (isWorld(mt->_targetLoc._context)) {
 				if (mt->_flags & kMfReset) {
@@ -4378,7 +4378,7 @@ void MotionTask::updatePositions() {
 					mt->_o.directObject->drop(a->thisID(),
 					                       mt->_targetLoc,
 					                       mt->moveCount);
-					if (mt->_motionType == motionTypeDropObject)
+					if (mt->_motionType == kMotionTypeDropObject)
 						moveTaskDone = true;
 					else
 						g_vm->_mTaskList->_nextMT = it;
@@ -4389,7 +4389,7 @@ void MotionTask::updatePositions() {
 				mt->_o.directObject->drop(a->thisID(),
 				                       mt->_targetLoc,
 				                       mt->moveCount);
-				if (mt->_motionType == motionTypeDropObject)
+				if (mt->_motionType == kMotionTypeDropObject)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
@@ -4399,7 +4399,7 @@ void MotionTask::updatePositions() {
 
 			break;
 
-		case motionTypeDropObjectOnObject:
+		case kMotionTypeDropObjectOnObject:
 
 			if (isWorld(mt->_o.indirectObject->IDParent())) {
 				mt->_direction = (mt->_o.indirectObject->getLocation()
@@ -4413,7 +4413,7 @@ void MotionTask::updatePositions() {
 					    a->thisID(),
 					    mt->_o.indirectObject->thisID(),
 					    mt->moveCount);
-					if (mt->_motionType == motionTypeDropObjectOnObject)
+					if (mt->_motionType == kMotionTypeDropObjectOnObject)
 						moveTaskDone = true;
 					else
 						g_vm->_mTaskList->_nextMT = it;
@@ -4425,7 +4425,7 @@ void MotionTask::updatePositions() {
 				    a->thisID(),
 				    mt->_o.indirectObject->thisID(),
 				    mt->moveCount);
-				if (mt->_motionType == motionTypeDropObjectOnObject)
+				if (mt->_motionType == kMotionTypeDropObjectOnObject)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
@@ -4435,7 +4435,7 @@ void MotionTask::updatePositions() {
 
 			break;
 
-		case motionTypeDropObjectOnTAI:
+		case kMotionTypeDropObjectOnTAI:
 
 			if (mt->_flags & kMfReset) {
 				mt->_direction = (mt->_targetLoc - a->getLocation()).quickDir();
@@ -4451,58 +4451,58 @@ void MotionTask::updatePositions() {
 				    a->thisID(),
 				    mt->_o.TAI,
 				    mt->_targetLoc);
-				if (mt->_motionType == motionTypeDropObjectOnTAI)
+				if (mt->_motionType == kMotionTypeDropObjectOnTAI)
 					moveTaskDone = true;
 				else
 					g_vm->_mTaskList->_nextMT = it;
 			}
 			break;
 
-		case motionTypeTwoHandedSwing:
+		case kMotionTypeTwoHandedSwing:
 			mt->twoHandedSwingAction();
 			break;
 
-		case motionTypeOneHandedSwing:
+		case kMotionTypeOneHandedSwing:
 			mt->oneHandedSwingAction();
 			break;
 
-		case motionTypeFireBow:
+		case kMotionTypeFireBow:
 			mt->fireBowAction();
 			break;
 
-		case motionTypeCastSpell:
+		case kMotionTypeCastSpell:
 			mt->castSpellAction();
 			break;
 
-		case motionTypeUseWand:
+		case kMotionTypeUseWand:
 			mt->useWandAction();
 			break;
 
-		case motionTypeTwoHandedParry:
+		case kMotionTypeTwoHandedParry:
 			mt->twoHandedParryAction();
 			break;
 
-		case motionTypeOneHandedParry:
+		case kMotionTypeOneHandedParry:
 			mt->oneHandedParryAction();
 			break;
 
-		case motionTypeShieldParry:
+		case kMotionTypeShieldParry:
 			mt->shieldParryAction();
 			break;
 
-		case motionTypeDodge:
+		case kMotionTypeDodge:
 			mt->dodgeAction();
 			break;
 
-		case motionTypeAcceptHit:
+		case kMotionTypeAcceptHit:
 			mt->acceptHitAction();
 			break;
 
-		case motionTypeFallDown:
+		case kMotionTypeFallDown:
 			mt->fallDownAction();
 			break;
 
-		case motionTypeDie:
+		case kMotionTypeDie:
 			if (mt->_flags & kMfReset) {
 				if (a->isActionAvailable(kActionDie)) {
 					a->setAction(kActionDie, 0);
@@ -4562,7 +4562,7 @@ bool MotionTask::freeFall(TilePoint &newPos, StandingTileInfo &sti) {
 
 	if (tHeight >= newPos.z - gravity * 4) {
 supported:
-		if (_motionType != motionTypeWalk
+		if (_motionType != kMotionTypeWalk
 		        ||  tHeight <= newPos.z
 		        ||  !(_flags & kMfInWater)) {
 			if (tHeight > newPos.z + kMaxStepHeight) {
@@ -4573,7 +4573,7 @@ supported:
 //			setObjectSurface( _object, sti );
 			return false;
 		} else {
-			_motionType = motionTypeRise;
+			_motionType = kMotionTypeRise;
 			_immediateLocation.z = tHeight;
 			_object->move(newPos);
 			return true;
@@ -4590,10 +4590,10 @@ supported:
 	//  See if we fell on something.
 	if (checkContact(_object, tPos) == blockageNone) {
 falling:
-		if (_motionType != motionTypeWalk
+		if (_motionType != kMotionTypeWalk
 				||  newPos.z > gravity * 4
 				||  tHeight >= 0) {
-			_motionType = motionTypeThrown;
+			_motionType = kMotionTypeThrown;
 
 //			newPos = tPos;
 			_object->move(tPos);
diff --git a/engines/saga2/motion.h b/engines/saga2/motion.h
index b2a1b6320c5..49b8b96d38c 100644
--- a/engines/saga2/motion.h
+++ b/engines/saga2/motion.h
@@ -46,19 +46,19 @@ const int   runSpeedDiag    = 6;
 const int   angleThresh     = 24;
 
 enum MotionThreadReturnValues {
-	motionInterrupted,              //  MotionTask has been rudely
+	kMotionInterrupted,              //  MotionTask has been rudely
 	//  interrupted and recycled for a new
 	//  motion.
 
-	motionStarted,                  //  The actor started moving.
-	motionCompleted,                //  The actor motion completed
+	kMotionStarted,                  //  The actor started moving.
+	kMotionCompleted,                //  The actor motion completed
 	//  successfully.
-	motionWalkBlocked               //  The walk motion failed.
+	kMotionWalkBlocked               //  The walk motion failed.
 };
 
 enum {
-	moveWait            = (1 << 0),
-	moveRun             = (1 << 1)
+	kMoveWait            = (1 << 0),
+	kMoveRun             = (1 << 1)
 };
 
 /* ===================================================================== *
@@ -186,74 +186,74 @@ class MotionTask {
 public:
 	//  Combat specific motion sub-types
 	enum TwoHandedSwingTypes {
-		twoHandedSwingHigh,
-		twoHandedSwingLow,
-		twoHandedSwingLeftHigh,
-		twoHandedSwingLeftLow,
-		twoHandedSwingRightHigh,
-		twoHandedSwingRightLow
+		kTwoHandedSwingHigh,
+		kTwoHandedSwingLow,
+		kTwoHandedSwingLeftHigh,
+		kTwoHandedSwingLeftLow,
+		kTwoHandedSwingRightHigh,
+		kTwoHandedSwingRightLow
 	};
 
 	enum OneHandedSwingTypes {
-		oneHandedSwingHigh,
-		oneHandedSwingLow,
-		oneHandedThrust
+		kOneHandedSwingHigh,
+		kOneHandedSwingLow,
+		kOneHandedThrust
 	};
 
 	enum OneHandedParryTypes {
-		oneHandedParryHigh,
-		oneHandedParryLow
+		kOneHandedParryHigh,
+		kOneHandedParryLow
 	};
 
 private:
 
 	enum motionTypes {
-		motionTypeNone,                     // no motion
-
-		motionTypeThrown,                   // thrown in an arc
-		motionTypeShot,                     // shot in very shallow arc w/ cheat
-		motionTypeFall,                     // fall from a height
-		motionTypeWalk,                     // walk to a point
-		motionTypeStagger,                  // stagger to a point
-		motionTypeClimbUp,                  // climb up ladder to a point
-		motionTypeClimbDown,                // climb dowb ladder
-		motionTypeTalk,                     // talk and gesture
-		motionTypeLand,                     // land after falling
-		motionTypeLandBadly,                // land badly after falling
-		motionTypeJump,                     // get ready for jump
-		motionTypeTurn,                     // Turn Object
-		motionTypeGive,                     // Extend arm to give object
-		motionTypeRise,                     // Rise slowly in water
-		motionTypeHit,                      // For simple animations
+		kMotionTypeNone,                     // no motion
+
+		kMotionTypeThrown,                   // thrown in an arc
+		kMotionTypeShot,                     // shot in very shallow arc w/ cheat
+		kMotionTypeFall,                     // fall from a height
+		kMotionTypeWalk,                     // walk to a point
+		kMotionTypeStagger,                  // stagger to a point
+		kMotionTypeClimbUp,                  // climb up ladder to a point
+		kMotionTypeClimbDown,                // climb dowb ladder
+		kMotionTypeTalk,                     // talk and gesture
+		kMotionTypeLand,                     // land after falling
+		kMotionTypeLandBadly,                // land badly after falling
+		kMotionTypeJump,                     // get ready for jump
+		kMotionTypeTurn,                     // Turn Object
+		kMotionTypeGive,                     // Extend arm to give object
+		kMotionTypeRise,                     // Rise slowly in water
+		kMotionTypeHit,                      // For simple animations
 
 		//  Immobile motions
-		motionTypeWait,                     // Don't move, simply eat some time
-		motionTypeUseObject,                // Use an object
-		motionTypeUseObjectOnObject,        // Use one object on another
-		motionTypeUseObjectOnTAI,           // Use an object on a TAI
-		motionTypeUseObjectOnLocation,      // Use an object on a TilePoint
-		motionTypeUseTAI,                   // Use a TAI
-		motionTypeDropObject,               // Drop an object at a location
-		motionTypeDropObjectOnObject,       // Drop one object on another
-		motionTypeDropObjectOnTAI,          // Drop an object on a TAI
+		kMotionTypeWait,                     // Don't move, simply eat some time
+		kMotionTypeUseObject,                // Use an object
+		kMotionTypeUseObjectOnObject,        // Use one object on another
+		kMotionTypeUseObjectOnTAI,           // Use an object on a TAI
+		kMotionTypeUseObjectOnLocation,      // Use an object on a TilePoint
+		kMotionTypeUseTAI,                   // Use a TAI
+		kMotionTypeDropObject,               // Drop an object at a location
+		kMotionTypeDropObjectOnObject,       // Drop one object on another
+		kMotionTypeDropObjectOnTAI,          // Drop an object on a TAI
 
 		//  Offensive combat actions
-		motionTypeTwoHandedSwing,           // swing two-handed weapon
-		motionTypeOneHandedSwing,           // swing one-handed weapon
-		motionTypeFireBow,                  // fire bow
-		motionTypeCastSpell,                // cast spell
-		motionTypeUseWand,                  // cast spell with wand
+		kMotionTypeTwoHandedSwing,           // swing two-handed weapon
+		kMotionTypeOneHandedSwing,           // swing one-handed weapon
+		kMotionTypeFireBow,                  // fire bow
+		kMotionTypeCastSpell,                // cast spell
+		kMotionTypeUseWand,                  // cast spell with wand
 
 		//  Defensive combat actions
-		motionTypeTwoHandedParry,           // parry with two-handed weapon
-		motionTypeOneHandedParry,           // parry with one-handed weapon
-		motionTypeShieldParry,              // parry with shield
-		motionTypeDodge,                    // dodge blow
+		kMotionTypeTwoHandedParry,           // parry with two-handed weapon
+		kMotionTypeOneHandedParry,           // parry with one-handed weapon
+		kMotionTypeShieldParry,              // parry with shield
+		kMotionTypeDodge,                    // dodge blow
 
 		//  Other combat actions
-		motionTypeAcceptHit,                // show effect of hit
-		motionTypeFallDown,                 // be knocked off feet
-		motionTypeDie                       // self-explanatory
+		kMotionTypeAcceptHit,                // show effect of hit
+		kMotionTypeFallDown,                 // be knocked off feet
+		kMotionTypeDie                       // self-explanatory
 
 	};
 
@@ -265,7 +265,7 @@ private:
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	// motion task is finished.
-	void remove(int16 returnVal = motionInterrupted);
+	void remove(int16 returnVal = kMotionInterrupted);
 
 	TilePoint getImmediateTarget();      // determine immediate target
 	// location
@@ -282,7 +282,7 @@ private:
 		if (a->_currentFacing != _direction)
 			a->turn(_direction);
 		else
-			remove(motionCompleted);
+			remove(kMotionCompleted);
 	}
 
 	void ballisticAction();
@@ -471,7 +471,7 @@ public:
 	}
 
 	bool isTurn() {
-		return _motionType == motionTypeTurn;
+		return _motionType == kMotionTypeTurn;
 	}
 
 	//  Return the wandering tether region
@@ -523,7 +523,7 @@ public:
 
 	//  Determine if this motion is a dodge motion
 	bool isDodging(Actor *thisAttacker) {
-		return _motionType == motionTypeDodge && thisAttacker == _d.attacker;
+		return _motionType == kMotionTypeDodge && thisAttacker == _d.attacker;
 	}
 
 	static void initMotionTasks();
diff --git a/engines/saga2/sagafunc.cpp b/engines/saga2/sagafunc.cpp
index 34ef206c0d0..226476f659c 100644
--- a/engines/saga2/sagafunc.cpp
+++ b/engines/saga2/sagafunc.cpp
@@ -1585,12 +1585,12 @@ int16 scriptActorTurn(int16 *args) {
 
 		uint16      flags = args[1];
 
-		if (flags & moveWait) {
+		if (flags & kMoveWait) {
 			thisThread->waitForEvent(Thread::waitOther, nullptr);
 			MotionTask::turn(getThreadID(thisThread), *a, args[0] & 7);
 		} else {
 			MotionTask::turn(*a, args[0] & 7);
-			return motionStarted;
+			return kMotionStarted;
 		}
 	}
 
@@ -1616,12 +1616,12 @@ int16 scriptActorTurnTowards(int16 *args) {
 		dir = (GameObject::objectAddress(args[0])->getLocation()
 		       -   a->getLocation()).quickDir();
 
-		if (flags & moveWait) {
+		if (flags & kMoveWait) {
 			thisThread->waitForEvent(Thread::waitOther, nullptr);
 			MotionTask::turn(getThreadID(thisThread), *a, dir);
 		} else {
 			MotionTask::turn(*a, dir);
-			return motionStarted;
+			return kMotionStarted;
 		}
 	}
 
@@ -1641,13 +1641,13 @@ int16 scriptActorWalk(int16 *args) {
 		TilePoint   dest(args[0], args[1], args[2]);
 		uint16      flags = args[3];
 
-		if (flags & moveWait) {
+		if (flags & kMoveWait) {
 			thisThread->waitForEvent(Thread::waitOther, nullptr);
 			MotionTask::walkToDirect(
-			    getThreadID(thisThread), *a, dest, flags & moveRun);
+			    getThreadID(thisThread), *a, dest, flags & kMoveRun);
 		} else {
-			MotionTask::walkToDirect(*a, dest, flags & moveRun);
-			return motionStarted;
+			MotionTask::walkToDirect(*a, dest, flags & kMoveRun);
+			return kMotionStarted;
 		}
 	}
 




More information about the Scummvm-git-logs mailing list