Searched refs:_whosTurn (Results 1 – 10 of 10) sorted by relevance
1496 combat._whosTurn = -1; in doCombat()1520 highlightChar(combat._whosTurn); in doCombat()1601 highlightChar(combat._whosTurn); in doCombat()1607 highlightChar(combat._whosTurn); in doCombat()1613 highlightChar(combat._whosTurn); in doCombat()1631 int whosTurn = combat._whosTurn; in doCombat()1636 combat._whosTurn = whosTurn; in doCombat()1653 highlightChar(combat._whosTurn); in doCombat()1680 combat._whosTurn = -1; in doCombat()1788 if (combat._whosTurn != -1) { in nextChar()[all …]
164 int _whosTurn; variable
103 _whosTurn = -1; in Combat()794 switch (_whosTurn - _combatParty.size()) { in doMonsterTurn()1572 _charsBlocked[_whosTurn] = true; in block()1577 Character *c = _combatParty[_whosTurn]; in quickFight()1605 _combatParty.remove_at(_whosTurn); in run()1608 _whosTurn = -1; in run()
1503 combat._whosTurn = -1; in doCombat()1527 highlightChar(combat._whosTurn); in doCombat()1608 highlightChar(combat._whosTurn); in doCombat()1614 highlightChar(combat._whosTurn); in doCombat()1620 highlightChar(combat._whosTurn); in doCombat()1638 int whosTurn = combat._whosTurn; in doCombat()1643 combat._whosTurn = whosTurn; in doCombat()1660 highlightChar(combat._whosTurn); in doCombat()1690 combat._whosTurn = -1; in doCombat()1798 if (combat._whosTurn != -1) { in nextChar()[all …]
120 _whosTurn = -1; in Combat()811 switch (_whosTurn - _combatParty.size()) { in doMonsterTurn()1590 _charsBlocked[_whosTurn] = true; in block()1595 Character *c = _combatParty[_whosTurn]; in quickFight()1623 _combatParty.remove_at(_whosTurn); in run()1626 _whosTurn = -1; in run()
819 combat._whosTurn = -1; in doItemOptions()
432 charNum = combat._whosTurn; in show()
439 charNum = combat._whosTurn; in show()
796 combat._whosTurn = -1; in doItemOptions()