Searched refs:abortTurn (Results 1 – 22 of 22) sorted by relevance
33 abort = srequestAbort.connect(sigc::mem_fun(active, &Player::abortTurn)); in NextTurn()39 abort = srequestAbort.connect(sigc::mem_fun(active, &Player::abortTurn)); in stop()50 abort = srequestAbort.connect(sigc::mem_fun(active, &Player::abortTurn)); in nextPlayer()
66 virtual void abortTurn();
71 virtual void abortTurn();
89 virtual void abortTurn();
63 abort = srequestAbort.connect(sigc::mem_fun(player, &Player::abortTurn)); in start_player()
94 virtual void abortTurn();
74 void RealPlayer::abortTurn() in abortTurn() function in RealPlayer
57 void AI_Dummy::abortTurn() in abortTurn() function in AI_Dummy
97 virtual void abortTurn();
143 void AI_Smart::abortTurn() in abortTurn() function in AI_Smart
100 void AI_Fast::abortTurn() in abortTurn() function in AI_Fast
1057 virtual void abortTurn() = 0;
93 void NetworkPlayer::abortTurn() in abortTurn() function in NetworkPlayer
102 _unit->abortTurn(); in think()116 _unit->abortTurn(); in think()126 _unit->abortTurn(); in think()
58 …_unit->abortTurn(); // set the unit status to standing in case it wasn't otherwise changed from be… in think()
350 _unit->abortTurn(); in createNewProjectile()392 _unit->abortTurn(); in createNewProjectile()442 _unit->abortTurn(); in think()
80 (*unit)->abortTurn(); in think()
451 _unit->abortTurn(); //revert to a standing state. in think()
2455 victim->abortTurn(); // resets unit status to STANDING in psiAttack()2520 occupant->abortTurn(); in applyGravity()
1055 unit->abortTurn(); //makes the unit go to status STANDING :p in handlePanickingUnit()
167 void abortTurn();
618 abortTurn(); in turn()627 abortTurn(); in turn()689 void BattleUnit::abortTurn() in abortTurn() function in OpenXcom::BattleUnit