Searched refs:active_actor (Results 1 – 4 of 4) sorted by relevance
292 …active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(active_actor, targ… in EnemySelected()294 active_actor->SetBattleAlgorithm( in EnemySelected()313 …active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Item>(active_actor, target… in EnemySelected()320 ActionSelectedCallback(active_actor); in EnemySelected()353 ActionSelectedCallback(active_actor); in AllySelected()360 if (active_actor->HasAttackAll()) { in AttackSelected()362 ActionSelectedCallback(active_actor); in AttackSelected()371 active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Defend>(active_actor)); in DefendSelected()373 ActionSelectedCallback(active_actor); in DefendSelected()417 ActionSelectedCallback(active_actor); in ItemSelected()[all …]
659 auto* display_actor = active_actor ? active_actor : Main_Data::game_party->GetActor(0); in SetActiveActor()999 int actor_id = active_actor ? active_actor->GetId() : 0; in ProcessSceneAction()1000 StringView actor_name = active_actor ? StringView(active_actor->GetName()) : "Null"; in ProcessSceneAction()1008 if (active_actor && !active_actor->Exists()) { in ProcessSceneAction()1329 assert(active_actor != nullptr); in ProcessSceneActionCommand()1413 assert(active_actor != nullptr); in ProcessSceneActionItem()1452 assert(active_actor != nullptr); in ProcessSceneActionSkill()1535 auto* actor = active_actor; in ProcessSceneActionEnemyTarget()1668 if (active_actor == nullptr || !active_actor->Exists()) { in ProcessSceneActionBattle()2704 RecreateSpWindow(active_actor); in SubskillSelected()[all …]
555 item_window->SetActor(active_actor); in ProcessSceneActionItem()1659 active_actor = allies[actor_index]; in SelectNextActor()1665 if (!active_actor->CanAct()) { in SelectNextActor()1666 active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::None>(active_actor)); in SelectNextActor()1667 battle_actions.push_back(active_actor); in SelectNextActor()1685 …active_actor->SetBattleAlgorithm(std::make_shared<Game_BattleAlgorithm::Normal>(active_actor, rand… in SelectNextActor()1686 battle_actions.push_back(active_actor); in SelectNextActor()1695 battle_actions.push_back(active_actor); in SelectNextActor()1707 if (allies[0] == active_actor) { in SelectPreviousActor()1714 active_actor = allies[actor_index]; in SelectPreviousActor()[all …]
178 Game_Actor* active_actor = nullptr; variable