Lines Matching refs:os

19 std::ostream& operator<<(std::ostream& os, const Terms& obj) {  in operator <<()  argument
20 os << "Terms{"; in operator <<()
21 os << "encounter="<< obj.encounter; in operator <<()
22 os << ", special_combat="<< obj.special_combat; in operator <<()
23 os << ", escape_success="<< obj.escape_success; in operator <<()
24 os << ", escape_failure="<< obj.escape_failure; in operator <<()
25 os << ", victory="<< obj.victory; in operator <<()
26 os << ", defeat="<< obj.defeat; in operator <<()
27 os << ", exp_received="<< obj.exp_received; in operator <<()
28 os << ", gold_recieved_a="<< obj.gold_recieved_a; in operator <<()
29 os << ", gold_recieved_b="<< obj.gold_recieved_b; in operator <<()
30 os << ", item_recieved="<< obj.item_recieved; in operator <<()
31 os << ", attacking="<< obj.attacking; in operator <<()
32 os << ", enemy_critical="<< obj.enemy_critical; in operator <<()
33 os << ", actor_critical="<< obj.actor_critical; in operator <<()
34 os << ", defending="<< obj.defending; in operator <<()
35 os << ", observing="<< obj.observing; in operator <<()
36 os << ", focus="<< obj.focus; in operator <<()
37 os << ", autodestruction="<< obj.autodestruction; in operator <<()
38 os << ", enemy_escape="<< obj.enemy_escape; in operator <<()
39 os << ", enemy_transform="<< obj.enemy_transform; in operator <<()
40 os << ", enemy_damaged="<< obj.enemy_damaged; in operator <<()
41 os << ", enemy_undamaged="<< obj.enemy_undamaged; in operator <<()
42 os << ", actor_damaged="<< obj.actor_damaged; in operator <<()
43 os << ", actor_undamaged="<< obj.actor_undamaged; in operator <<()
44 os << ", skill_failure_a="<< obj.skill_failure_a; in operator <<()
45 os << ", skill_failure_b="<< obj.skill_failure_b; in operator <<()
46 os << ", skill_failure_c="<< obj.skill_failure_c; in operator <<()
47 os << ", dodge="<< obj.dodge; in operator <<()
48 os << ", use_item="<< obj.use_item; in operator <<()
49 os << ", hp_recovery="<< obj.hp_recovery; in operator <<()
50 os << ", parameter_increase="<< obj.parameter_increase; in operator <<()
51 os << ", parameter_decrease="<< obj.parameter_decrease; in operator <<()
52 os << ", enemy_hp_absorbed="<< obj.enemy_hp_absorbed; in operator <<()
53 os << ", actor_hp_absorbed="<< obj.actor_hp_absorbed; in operator <<()
54 os << ", resistance_increase="<< obj.resistance_increase; in operator <<()
55 os << ", resistance_decrease="<< obj.resistance_decrease; in operator <<()
56 os << ", level_up="<< obj.level_up; in operator <<()
57 os << ", skill_learned="<< obj.skill_learned; in operator <<()
58 os << ", battle_start="<< obj.battle_start; in operator <<()
59 os << ", miss="<< obj.miss; in operator <<()
60 os << ", shop_greeting1="<< obj.shop_greeting1; in operator <<()
61 os << ", shop_regreeting1="<< obj.shop_regreeting1; in operator <<()
62 os << ", shop_buy1="<< obj.shop_buy1; in operator <<()
63 os << ", shop_sell1="<< obj.shop_sell1; in operator <<()
64 os << ", shop_leave1="<< obj.shop_leave1; in operator <<()
65 os << ", shop_buy_select1="<< obj.shop_buy_select1; in operator <<()
66 os << ", shop_buy_number1="<< obj.shop_buy_number1; in operator <<()
67 os << ", shop_purchased1="<< obj.shop_purchased1; in operator <<()
68 os << ", shop_sell_select1="<< obj.shop_sell_select1; in operator <<()
69 os << ", shop_sell_number1="<< obj.shop_sell_number1; in operator <<()
70 os << ", shop_sold1="<< obj.shop_sold1; in operator <<()
71 os << ", shop_greeting2="<< obj.shop_greeting2; in operator <<()
72 os << ", shop_regreeting2="<< obj.shop_regreeting2; in operator <<()
73 os << ", shop_buy2="<< obj.shop_buy2; in operator <<()
74 os << ", shop_sell2="<< obj.shop_sell2; in operator <<()
75 os << ", shop_leave2="<< obj.shop_leave2; in operator <<()
76 os << ", shop_buy_select2="<< obj.shop_buy_select2; in operator <<()
77 os << ", shop_buy_number2="<< obj.shop_buy_number2; in operator <<()
78 os << ", shop_purchased2="<< obj.shop_purchased2; in operator <<()
79 os << ", shop_sell_select2="<< obj.shop_sell_select2; in operator <<()
80 os << ", shop_sell_number2="<< obj.shop_sell_number2; in operator <<()
81 os << ", shop_sold2="<< obj.shop_sold2; in operator <<()
82 os << ", shop_greeting3="<< obj.shop_greeting3; in operator <<()
83 os << ", shop_regreeting3="<< obj.shop_regreeting3; in operator <<()
84 os << ", shop_buy3="<< obj.shop_buy3; in operator <<()
85 os << ", shop_sell3="<< obj.shop_sell3; in operator <<()
86 os << ", shop_leave3="<< obj.shop_leave3; in operator <<()
87 os << ", shop_buy_select3="<< obj.shop_buy_select3; in operator <<()
88 os << ", shop_buy_number3="<< obj.shop_buy_number3; in operator <<()
89 os << ", shop_purchased3="<< obj.shop_purchased3; in operator <<()
90 os << ", shop_sell_select3="<< obj.shop_sell_select3; in operator <<()
91 os << ", shop_sell_number3="<< obj.shop_sell_number3; in operator <<()
92 os << ", shop_sold3="<< obj.shop_sold3; in operator <<()
93 os << ", inn_a_greeting_1="<< obj.inn_a_greeting_1; in operator <<()
94 os << ", inn_a_greeting_2="<< obj.inn_a_greeting_2; in operator <<()
95 os << ", inn_a_greeting_3="<< obj.inn_a_greeting_3; in operator <<()
96 os << ", inn_a_accept="<< obj.inn_a_accept; in operator <<()
97 os << ", inn_a_cancel="<< obj.inn_a_cancel; in operator <<()
98 os << ", inn_b_greeting_1="<< obj.inn_b_greeting_1; in operator <<()
99 os << ", inn_b_greeting_2="<< obj.inn_b_greeting_2; in operator <<()
100 os << ", inn_b_greeting_3="<< obj.inn_b_greeting_3; in operator <<()
101 os << ", inn_b_accept="<< obj.inn_b_accept; in operator <<()
102 os << ", inn_b_cancel="<< obj.inn_b_cancel; in operator <<()
103 os << ", possessed_items="<< obj.possessed_items; in operator <<()
104 os << ", equipped_items="<< obj.equipped_items; in operator <<()
105 os << ", gold="<< obj.gold; in operator <<()
106 os << ", battle_fight="<< obj.battle_fight; in operator <<()
107 os << ", battle_auto="<< obj.battle_auto; in operator <<()
108 os << ", battle_escape="<< obj.battle_escape; in operator <<()
109 os << ", command_attack="<< obj.command_attack; in operator <<()
110 os << ", command_defend="<< obj.command_defend; in operator <<()
111 os << ", command_item="<< obj.command_item; in operator <<()
112 os << ", command_skill="<< obj.command_skill; in operator <<()
113 os << ", menu_equipment="<< obj.menu_equipment; in operator <<()
114 os << ", menu_save="<< obj.menu_save; in operator <<()
115 os << ", menu_quit="<< obj.menu_quit; in operator <<()
116 os << ", new_game="<< obj.new_game; in operator <<()
117 os << ", load_game="<< obj.load_game; in operator <<()
118 os << ", exit_game="<< obj.exit_game; in operator <<()
119 os << ", status="<< obj.status; in operator <<()
120 os << ", row="<< obj.row; in operator <<()
121 os << ", order="<< obj.order; in operator <<()
122 os << ", wait_on="<< obj.wait_on; in operator <<()
123 os << ", wait_off="<< obj.wait_off; in operator <<()
124 os << ", level="<< obj.level; in operator <<()
125 os << ", health_points="<< obj.health_points; in operator <<()
126 os << ", spirit_points="<< obj.spirit_points; in operator <<()
127 os << ", normal_status="<< obj.normal_status; in operator <<()
128 os << ", exp_short="<< obj.exp_short; in operator <<()
129 os << ", lvl_short="<< obj.lvl_short; in operator <<()
130 os << ", hp_short="<< obj.hp_short; in operator <<()
131 os << ", sp_short="<< obj.sp_short; in operator <<()
132 os << ", sp_cost="<< obj.sp_cost; in operator <<()
133 os << ", attack="<< obj.attack; in operator <<()
134 os << ", defense="<< obj.defense; in operator <<()
135 os << ", spirit="<< obj.spirit; in operator <<()
136 os << ", agility="<< obj.agility; in operator <<()
137 os << ", weapon="<< obj.weapon; in operator <<()
138 os << ", shield="<< obj.shield; in operator <<()
139 os << ", armor="<< obj.armor; in operator <<()
140 os << ", helmet="<< obj.helmet; in operator <<()
141 os << ", accessory="<< obj.accessory; in operator <<()
142 os << ", save_game_message="<< obj.save_game_message; in operator <<()
143 os << ", load_game_message="<< obj.load_game_message; in operator <<()
144 os << ", file="<< obj.file; in operator <<()
145 os << ", exit_game_message="<< obj.exit_game_message; in operator <<()
146 os << ", yes="<< obj.yes; in operator <<()
147 os << ", no="<< obj.no; in operator <<()
148 os << ", easyrpg_item_number_separator="<< obj.easyrpg_item_number_separator; in operator <<()
149 os << ", easyrpg_skill_cost_separator="<< obj.easyrpg_skill_cost_separator; in operator <<()
150 os << ", easyrpg_equipment_arrow="<< obj.easyrpg_equipment_arrow; in operator <<()
151 os << ", easyrpg_status_scene_name="<< obj.easyrpg_status_scene_name; in operator <<()
152 os << ", easyrpg_status_scene_class="<< obj.easyrpg_status_scene_class; in operator <<()
153 os << ", easyrpg_status_scene_title="<< obj.easyrpg_status_scene_title; in operator <<()
154 os << ", easyrpg_status_scene_condition="<< obj.easyrpg_status_scene_condition; in operator <<()
155 os << ", easyrpg_status_scene_front="<< obj.easyrpg_status_scene_front; in operator <<()
156 os << ", easyrpg_status_scene_back="<< obj.easyrpg_status_scene_back; in operator <<()
157 os << ", easyrpg_order_scene_confirm="<< obj.easyrpg_order_scene_confirm; in operator <<()
158 os << ", easyrpg_order_scene_redo="<< obj.easyrpg_order_scene_redo; in operator <<()
159 os << ", easyrpg_battle2k3_double_attack="<< obj.easyrpg_battle2k3_double_attack; in operator <<()
160 os << ", easyrpg_battle2k3_defend="<< obj.easyrpg_battle2k3_defend; in operator <<()
161 os << ", easyrpg_battle2k3_observe="<< obj.easyrpg_battle2k3_observe; in operator <<()
162 os << ", easyrpg_battle2k3_charge="<< obj.easyrpg_battle2k3_charge; in operator <<()
163 os << ", easyrpg_battle2k3_selfdestruct="<< obj.easyrpg_battle2k3_selfdestruct; in operator <<()
164 os << ", easyrpg_battle2k3_escape="<< obj.easyrpg_battle2k3_escape; in operator <<()
165 os << ", easyrpg_battle2k3_special_combat_back="<< obj.easyrpg_battle2k3_special_combat_back; in operator <<()
166 os << ", easyrpg_battle2k3_skill="<< obj.easyrpg_battle2k3_skill; in operator <<()
167 os << ", easyrpg_battle2k3_item="<< obj.easyrpg_battle2k3_item; in operator <<()
168 os << "}"; in operator <<()
169 return os; in operator <<()