Searched refs:building_exists (Results 1 – 10 of 10) sorted by relevance
101 bool building_exists(const std::string& buildingname) const;102 bool building_exists(const DescriptionIndex& index) const;
207 bool Tribes::building_exists(const std::string& buildingname) const { in building_exists() function in Widelands::Tribes210 bool Tribes::building_exists(const DescriptionIndex& index) const { in building_exists() function in Widelands::Tribes226 if (!building_exists(result)) { in safe_building_index()382 if (building_exists(enhancement)) { in postload()
345 assert(tribes_.building_exists(port_)); in port()
122 if (tribes_.building_exists(en_i)) { in BuildingDescr()
209 if (!tribes.building_exists(building_index)) { in get_building_description()835 if (!tribes.building_exists(name)) { in place_building()
801 if (!tribes.building_exists(i)) { in get_suitability()977 if (!tribes.building_exists(i)) { in parse_building_list()
2395 assert(egbase.tribes().building_exists(enhanced_from)); in get_enhanced_from()
169 if (tribes.building_exists(tribes.building_index(map_object_name))) { in write_animation_spritesheets()
225 if (!egbase.tribes().building_exists(index)) { in read_building_type()
740 assert(tribes().building_exists(id)); in send_player_build()