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Searched refs:getStoredArmy (Results 1 – 6 of 6) sorted by relevance

/dports/games/gigalomania/gigalomaniasrc/
H A Dplayer.cpp658 …while( sector->getStoredArmy()->getSoldiers(nuclear_epoch_c) > 0 || sector->getCurrentManufacture(… in doSectorAI()
689 if( sector->getStoredArmy()->getSoldiers(nuclear_epoch_c) > 0 && !sector->isBeingNuked() ) { in doSectorAI()
692 sector->getStoredArmy()->remove(nuclear_epoch_c, 1); in doSectorAI()
1022 …if( new_sector && used_up && sector->getStoredArmy()->any(false) && (sector->getSparePopulation() … in doSectorAI()
H A Dsector.h547 const Army *getStoredArmy() const { in getStoredArmy() function
550 Army *getStoredArmy() { in getStoredArmy() function
H A Dgame.cpp4433 else if( start_sector->getStoredArmy()->getSoldiers(0) <= 0 ) { in runTests()
4436 else if( start_sector->getStoredArmy()->getSoldiers(0) >= n_rocks ) { in runTests()
4704 Army *storedArmy = start_sector->getStoredArmy(); in runTests()
4909 sector->getStoredArmy()->add(9, 6); // 6*8 needs 48 men in runTests()
4925 else if( sector->getStoredArmy()->getSoldiers(9) != 6 ) { in runTests()
4945 else if( sector->getStoredArmy()->getSoldiers(9) != 0 ) { in runTests()
4950 sector->getStoredArmy()->add(9, 50); // 50*8 needs 400 men in runTests()
4966 else if( sector->getStoredArmy()->getSoldiers(9) != 4 ) { in runTests()
H A Dtutorial.cpp117 …ype == WAITTYPE_HAS_MANUFACTURED && i == Invention::WEAPON && sector->getStoredArmy()->getSoldiers… in canProceed()
H A Dgui.cpp1120 gamestate->getCurrentSector()->getStoredArmy()->getSoldiers(game_g->getStartEpoch() + i) > 0 ) in refreshDeployInventions()
1408 …int n_store = gamestate->getCurrentSector()->getStoredArmy()->getSoldiers(game_g->getStartEpoch()+… in draw()
H A Dsector.cpp1578 this->getStoredArmy()->add(invention->getEpoch(), 1); in buildDesign()
1610 int n_make = this->getStoredArmy()->getSoldiers(epoch); in assembleArmy()
1622 this->getStoredArmy()->add(epoch, 1); in assembleArmy()
1627 this->getStoredArmy()->remove(epoch, n_make); in assembleArmy()