Searched refs:selected_army (Results 1 – 6 of 6) sorted by relevance
45 selected_army = NO_ARMY_SELECTED; in BuyProductionDialog()139 selected_army = NO_ARMY_SELECTED; in run()156 selected_army = NO_ARMY_SELECTED; in on_production_toggled()158 selected_army = i; in on_production_toggled()162 fill_pixbuf (selected_army); in on_production_toggled()185 if (selected_army == NO_ARMY_SELECTED) in set_buy_button_state()193 city->hasProductionBase(selected_army)) in set_buy_button_state()202 return purchasables[selected_army]; in army_id_to_army()
42 …int get_selected_army() { return selected_army == NO_ARMY_SELECTED ? int(NO_ARMY_SELECTED) : purch… in get_selected_army()55 int selected_army; variable
45 selected_army = NULL; in SelectArmyDialog()80 selected_army = NULL; in run()132 if (!selected_army) in fill_in_army_info()140 const ArmyProto *a = selected_army; in fill_in_army_info()170 selected_army = selectable[idx]; in on_army_selected()
50 const ArmyProto *get_selected_army() { return selected_army; } in get_selected_army()63 const ArmyProto *selected_army; variable
903 this->selected_army = NULL; in PlayingGameState()1905 …const Sector *this_sector = ( selected_army == NULL ) ? current_sector : selected_army->getSector(… in draw()2401 if( m_left && selected_army != NULL ) { in mouseClick()2409 …if( this->moveArmyTo(selected_army->getSector()->getXPos(), selected_army->getSector()->getYPos(),… in mouseClick()2470 selected_army = army; in mouseClick()2642 else if( selected_army != NULL ) { in mouseClick()2647 …ent_sector->getXPos(), current_sector->getYPos(), selected_army->getSector()->getXPos(), selected_… in mouseClick()2650 if( selected_army->getSector() != current_sector ) { in mouseClick()2652 …this->moveArmyTo(selected_army->getSector()->getXPos(), selected_army->getSector()->getYPos(), cur… in mouseClick()2681 selected_army = NULL; in mouseClick()[all …]
337 const Army *selected_army; variable405 return this->selected_army; in getSelectedArmy()408 this->selected_army = NULL; in clearSelectedArmy()