Home
last modified time | relevance | path

Searched defs:battler (Results 1 – 14 of 14) sorted by relevance

/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dgame_party_base.cpp30 Game_Battler* battler = &(*this)[i]; in GetBattlers() local
38 Game_Battler* battler = &(*this)[i]; in GetActiveBattlers() local
48 Game_Battler* battler = &(*this)[i]; in GetDeadBattlers() local
55 Game_Battler* Game_Party_Base::GetNextActiveBattler(Game_Battler* battler) { in GetNextActiveBattler()
H A Dsprite_actor.cpp46 auto* battler = GetBattler(); in Update() local
148 auto* battler = GetBattler(); in SetAnimationState() local
223 auto* battler = GetBattler(); in CreateSprite() local
239 auto* battler = GetBattler(); in DoIdleAnimation() local
275 auto* battler = GetBattler(); in Draw() local
H A Dbattle_animation.cpp293 for (auto* battler: battlers) { in Draw() local
307 for (auto& battler: battlers) { in FlashTargets() local
313 for (auto& battler: battlers) { in ShakeTargets() local
332 for (auto* battler: battlers) { in Draw() local
339 for (auto& battler: battlers) { in FlashTargets() local
345 for (auto& battler: battlers) { in ShakeTargets() local
H A Dspriteset_battle.cpp48 std::vector<Game_Battler*> battler; in Spriteset_Battle() local
H A Dsprite_battler.cpp28 Sprite_Battler::Sprite_Battler(Game_Battler* battler, int index) : in Sprite_Battler()
H A Dsprite_weapon.h60 Game_Actor* battler; variable
H A Dwindow_actorsp.cpp31 void Window_ActorSp::SetBattler(const Game_Battler& battler) { in SetBattler()
H A Dscene_battle_rpg2k3.cpp167 void Scene_Battle_Rpg2k3::InitAtbGauge(Game_Battler& battler, int preempt_atb, int ambush_atb) { in InitAtbGauge()
733 static bool BattlerReadyToAct(const Game_Battler* battler) { in BattlerReadyToAct()
925 void Scene_Battle_Rpg2k3::NextTurn(Game_Battler* battler) { in NextTurn()
1620 auto* battler = battle_actions.front(); in ProcessSceneActionBattle() local
1650 auto* battler = pending_battle_action->GetSource(); in ProcessSceneActionBattle() local
1920 static int AdjustPoseForDirection(const Game_Battler* battler, int pose) { in AdjustPoseForDirection()
2378 auto& battler = it.first; in ProcessBattleActionCBARangedWeaponMove() local
2782 bool Scene_Battle_Rpg2k3::CheckAnimFlip(Game_Battler* battler) { in CheckAnimFlip()
2829 void Scene_Battle_Rpg2k3::OnEventHpChanged(Game_Battler* battler, int hp) { in OnEventHpChanged()
2837 void Scene_Battle_Rpg2k3::RecreateSpWindow(Game_Battler* battler) { in RecreateSpWindow()
H A Dscene_battle.cpp484 void Scene_Battle::PrepareBattleAction(Game_Battler* battler) { in PrepareBattleAction()
545 void Scene_Battle::SelectionFlash(Game_Battler* battler) { in SelectionFlash()
H A Dwindow_battlestatus.cpp349 auto* battler = battlers[i]; in RefreshActiveFromValid() local
H A Dscene_battle_rpg2k.cpp718 auto* battler = battle_actions.front(); in ProcessSceneActionBattle() local
1729 for (auto battler : battle_actions) { in CreateExecutionOrder() local
1742 for (const auto& battler : battle_actions) { in CreateExecutionOrder() local
H A Dalgo.cpp45 bool IsRowAdjusted(const Game_Battler& battler, lcf::rpg::System::BattleCondition cond, bool offens… in IsRowAdjusted()
H A Dgame_battler.cpp365 bool RemoveStates(Game_Battler& battler, F&& f) { in RemoveStates()
/dports/games/easyrpg-player/Player-0.7.0/tests/
H A Dalgo.cpp45 static void testRowAdjBattler(const Game_Battler& battler, bool offense, bool bug, in testRowAdjBattler()