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Searched refs:StateEffect (Results 1 – 4 of 4) sorted by relevance

/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dgame_battlealgorithm.cpp254 case StateEffect::Inflicted: in ApplyStateEffect()
257 case StateEffect::Healed: in ApplyStateEffect()
258 case StateEffect::HealedByAttack: in ApplyStateEffect()
487 && (se.effect == StateEffect::Healed || se.effect == StateEffect::HealedByAttack) in AddAffectedState()
521 AddAffectedState(StateEffect{state_id, Game_BattleAlgorithm::StateEffect::HealedByAttack}); in BattlePhysicalStateHeal()
692 AddAffectedState(StateEffect{state_id, StateEffect::Healed}); in vExecute()
701 AddAffectedState(StateEffect{state_id, StateEffect::Inflicted}); in vExecute()
1025 AddAffectedState(StateEffect{state_id, StateEffect::AlreadyInflicted}); in vExecute()
1038 AddAffectedState(StateEffect{state_id, StateEffect::Healed}); in vExecute()
1045 AddAffectedState(StateEffect{state_id, StateEffect::Inflicted}); in vExecute()
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H A Dgame_battlealgorithm.h56 struct StateEffect { struct
67 StateEffect() = default; argument
68 StateEffect(int state_id, Effect effect) in StateEffect() argument
225 const std::vector<StateEffect>& GetStateEffects() const;
326 bool ApplyStateEffect(StateEffect se);
513 void AddAffectedState(StateEffect se);
605 std::vector<StateEffect> states;
783 inline const std::vector<StateEffect>& AlgorithmBase::GetStateEffects() const { in GetStateEffects()
H A Dscene_battle_rpg2k.cpp1302 if (!state || se.effect != Game_BattleAlgorithm::StateEffect::HealedByAttack) { in ProcessBattleActionDamage()
1499 if (se.effect == Game_BattleAlgorithm::StateEffect::HealedByAttack) { in ProcessBattleActionStateEffects()
1511 case Game_BattleAlgorithm::StateEffect::Inflicted: in ProcessBattleActionStateEffects()
1514 case Game_BattleAlgorithm::StateEffect::Healed: in ProcessBattleActionStateEffects()
1517 case Game_BattleAlgorithm::StateEffect::AlreadyInflicted: in ProcessBattleActionStateEffects()
/dports/games/easyrpg-player/Player-0.7.0/tests/
H A Dgame_battlealgorithm.cpp12 doctest::String toString(Game_BattleAlgorithm::StateEffect::Effect e) { in toString()
1365 auto st = Game_BattleAlgorithm::StateEffect::Inflicted;
1421 auto st = Game_BattleAlgorithm::StateEffect::Healed;
1448 auto st = Game_BattleAlgorithm::StateEffect::HealedByAttack;
2907 good(Game_BattleAlgorithm::StateEffect::Healed);
2918 good(Game_BattleAlgorithm::StateEffect::AlreadyInflicted);
2923 good(Game_BattleAlgorithm::StateEffect::Inflicted);
2943 good(Game_BattleAlgorithm::StateEffect::Inflicted);
2956 good(Game_BattleAlgorithm::StateEffect::Healed);
3488 good(Game_BattleAlgorithm::StateEffect::Inflicted);
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