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Searched refs:IsRepairable (Results 1 – 9 of 9) sorted by relevance

/dports/games/colobot/colobot-colobot-gold-0.2.0-alpha/src/object/interface/
H A Dshielded_object.h50 virtual bool IsRepairable() = 0;
/dports/games/colobot/colobot-colobot-gold-0.2.0-alpha/src/object/auto/
H A Dautorepair.cpp246 if ( !dynamic_cast<CShieldedObject&>(*obj).IsRepairable() ) continue; in SearchVehicle()
/dports/games/colobot/colobot-colobot-gold-0.2.0-alpha/src/object/
H A Dold_object.h290 bool IsRepairable() override;
H A Dold_object.cpp3289 bool COldObject::IsRepairable() in IsRepairable() function in COldObject
/dports/games/colobot/colobot-colobot-gold-0.2.0-alpha/src/object/task/
H A Dtaskshield.cpp553 …if (!shielded->IsRepairable()) continue; // NOTE: Looks like the original code forgot to check that in IncreaseShield()
/dports/games/ivan/ivan-059/Main/Include/
H A Dbodypart.h112 virtual truth IsRepairable(ccharacter*) const; in ITEM()
H A Ditem.h318 virtual truth IsRepairable(ccharacter*) const { return IsBroken() || IsRusted() || IsBurnt(); } in IsRepairable() function
/dports/games/ivan/ivan-059/Main/Source/
H A Dbodypart.cpp2602 truth bodypart::IsRepairable(ccharacter*) const in IsRepairable() function in bodypart
H A Dmiscitem.cpp2208 NO_MULTI_SELECT|SELECT_PAIR, &item::IsRepairable)) in FinishReading()