Searched defs:battler (Results 1 – 14 of 14) sorted by relevance
/dports/games/easyrpg-player/Player-0.7.0/src/ |
H A D | game_party_base.cpp | 30 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 D | sprite_actor.cpp | 46 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 D | battle_animation.cpp | 293 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 D | spriteset_battle.cpp | 48 std::vector<Game_Battler*> battler; in Spriteset_Battle() local
|
H A D | sprite_battler.cpp | 28 Sprite_Battler::Sprite_Battler(Game_Battler* battler, int index) : in Sprite_Battler()
|
H A D | sprite_weapon.h | 60 Game_Actor* battler; variable
|
H A D | window_actorsp.cpp | 31 void Window_ActorSp::SetBattler(const Game_Battler& battler) { in SetBattler()
|
H A D | scene_battle_rpg2k3.cpp | 167 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 D | scene_battle.cpp | 484 void Scene_Battle::PrepareBattleAction(Game_Battler* battler) { in PrepareBattleAction() 545 void Scene_Battle::SelectionFlash(Game_Battler* battler) { in SelectionFlash()
|
H A D | window_battlestatus.cpp | 349 auto* battler = battlers[i]; in RefreshActiveFromValid() local
|
H A D | scene_battle_rpg2k.cpp | 718 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 D | algo.cpp | 45 bool IsRowAdjusted(const Game_Battler& battler, lcf::rpg::System::BattleCondition cond, bool offens… in IsRowAdjusted()
|
H A D | game_battler.cpp | 365 bool RemoveStates(Game_Battler& battler, F&& f) { in RemoveStates()
|
/dports/games/easyrpg-player/Player-0.7.0/tests/ |
H A D | algo.cpp | 45 static void testRowAdjBattler(const Game_Battler& battler, bool offense, bool bug, in testRowAdjBattler()
|