Searched refs:_effects_supervisor (Results 1 – 6 of 6) sorted by relevance
81 _effects_supervisor->AddPassiveStatusEffect(status_effect, intensity); in BattleCharacter()89 _effects_supervisor->ChangeActiveStatusEffect(effect.GetEffect(), effect.GetIntensity(), in BattleCharacter()99 _effects_supervisor->SetActiveStatusEffects(_global_character); in ~BattleCharacter()478 _effects_supervisor->Draw(); in DrawStatus()484 … VideoManager->MoveRelative(0.0f, -25.0f * _effects_supervisor->GetDisplayedStatusEffectNumber()); in DrawStatus()485 _effects_supervisor->DrawVertical(); in DrawStatus()
60 _effects_supervisor(new BattleStatusEffectsSupervisor(this)) in BattleActor()115 delete _effects_supervisor; in ~BattleActor()120 _effects_supervisor->RemoveAllActiveStatusEffects(); in ResetActor()218 _effects_supervisor->RemoveAllActiveStatusEffects(); in ChangeState()470 _effects_supervisor->ChangeActiveStatusEffect(status, intensity, duration); in ApplyActiveStatusEffect()475 return _effects_supervisor->GetActiveStatusIntensity(status); in GetActiveStatusEffectIntensity()480 _effects_supervisor->RemoveActiveStatusEffect(status_effect); in RemoveActiveStatusEffect()528 _effects_supervisor->Update(); in _UpdateState()
397 BattleStatusEffectsSupervisor* _effects_supervisor; variable
113 _effects_supervisor->RemoveAllActiveStatusEffects(); in ChangeState()
57 _effects_supervisor(new EffectsSupervisor(this)), in BattleActor()79 delete _effects_supervisor; in ~BattleActor()190 old_intensity = _effects_supervisor->ChangeStatus(status, new_intensity); in RegisterStatusChange()217 _effects_supervisor->Update(); in Update()470 _effects_supervisor->Draw(); in DrawStatus()
311 EffectsSupervisor* _effects_supervisor; variable