Searched refs:_available_count (Results 1 – 2 of 2) sorted by relevance
731 _available_count(item.GetCount()) in BattleItem()740 if (_available_count != _item.GetCount()) in ~BattleItem()747 _available_count++; in IncrementAvailableCount()748 if (_available_count > _item.GetCount()) { in IncrementAvailableCount()750 _available_count--; in IncrementAvailableCount()757 if (_available_count == 0) { in DecrementAvailableCount()761 _available_count--; in DecrementAvailableCount()768 _available_count++; in IncrementCount()781 if (_available_count > _item.GetCount()) { in DecrementCount()782 …NG(BATTLE_DEBUG) << "available count was greater than actual count: " << _available_count << endl; in DecrementCount()[all …]
539 { return _available_count; } in GetAvailableCount()579 uint32 _available_count; variable