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Searched refs:abortTurn (Results 1 – 22 of 22) sorted by relevance

/dports/games/lordsawar/lordsawar-0.3.2/src/
H A DNextTurn.cpp33 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()
H A Dai_dummy.h66 virtual void abortTurn();
H A Dreal_player.h71 virtual void abortTurn();
H A Dai_fast.h89 virtual void abortTurn();
H A DNextTurnNetworked.cpp63 abort = srequestAbort.connect(sigc::mem_fun(player, &Player::abortTurn)); in start_player()
H A Dai_smart.h94 virtual void abortTurn();
H A Dreal_player.cpp74 void RealPlayer::abortTurn() in abortTurn() function in RealPlayer
H A Dai_dummy.cpp57 void AI_Dummy::abortTurn() in abortTurn() function in AI_Dummy
H A Dnetwork_player.h97 virtual void abortTurn();
H A Dai_smart.cpp143 void AI_Smart::abortTurn() in abortTurn() function in AI_Smart
H A Dai_fast.cpp100 void AI_Fast::abortTurn() in abortTurn() function in AI_Fast
H A Dplayer.h1057 virtual void abortTurn() = 0;
H A Dnetwork_player.cpp93 void NetworkPlayer::abortTurn() in abortTurn() function in NetworkPlayer
/dports/games/openxcom/OpenXcom-1.0/src/Battlescape/
H A DUnitTurnBState.cpp102 _unit->abortTurn(); in think()
116 _unit->abortTurn(); in think()
126 _unit->abortTurn(); in think()
H A DUnitPanicBState.cpp58 …_unit->abortTurn(); // set the unit status to standing in case it wasn't otherwise changed from be… in think()
H A DProjectileFlyBState.cpp350 _unit->abortTurn(); in createNewProjectile()
392 _unit->abortTurn(); in createNewProjectile()
442 _unit->abortTurn(); in think()
H A DUnitFallBState.cpp80 (*unit)->abortTurn(); in think()
H A DUnitWalkBState.cpp451 _unit->abortTurn(); //revert to a standing state. in think()
H A DTileEngine.cpp2455 victim->abortTurn(); // resets unit status to STANDING in psiAttack()
2520 occupant->abortTurn(); in applyGravity()
H A DBattlescapeGame.cpp1055 unit->abortTurn(); //makes the unit go to status STANDING :p in handlePanickingUnit()
/dports/games/openxcom/OpenXcom-1.0/src/Savegame/
H A DBattleUnit.h167 void abortTurn();
H A DBattleUnit.cpp618 abortTurn(); in turn()
627 abortTurn(); in turn()
689 void BattleUnit::abortTurn() in abortTurn() function in OpenXcom::BattleUnit