From 59f7d3aa4f6b75e56dc3dc1ecb6f9ca60c2885cf Mon Sep 17 00:00:00 2001 From: Deukhoofd Date: Mon, 3 Feb 2020 18:27:39 +0100 Subject: [PATCH] Make Script functions pass out parameters by pointer instead of reference. --- src/Battling/ScriptHandling/Script.hpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/Battling/ScriptHandling/Script.hpp b/src/Battling/ScriptHandling/Script.hpp index f3ef5dd..b104220 100644 --- a/src/Battling/ScriptHandling/Script.hpp +++ b/src/Battling/ScriptHandling/Script.hpp @@ -27,24 +27,24 @@ namespace CreatureLib::Battling { virtual void OnBeforeTurn(const BaseTurnChoice* choice){}; - virtual void ChangeAttack(AttackTurnChoice* choice, std::string& attack){}; - virtual void PreventAttack(ExecutingAttack* attack, bool& result){}; - virtual void FailAttack(ExecutingAttack* attack, bool& failed){}; + virtual void ChangeAttack(AttackTurnChoice* choice, std::string* outAttack){}; + virtual void PreventAttack(ExecutingAttack* attack, bool* outResult){}; + virtual void FailAttack(ExecutingAttack* attack, bool* outFailed){}; virtual void StopBeforeAttack(ExecutingAttack* attack){}; virtual void OnBeforeAttack(ExecutingAttack* attack){}; - virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool& result){}; - virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool& result){}; + virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool* outResult){}; + virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool* outResult){}; virtual void OnAttackMiss(ExecutingAttack* attack, Creature* target){}; - virtual void ChangeAttackType(ExecutingAttack* attack, Creature* target, uint8_t hitNumber, uint8_t& type){}; + virtual void ChangeAttackType(ExecutingAttack* attack, Creature* target, uint8_t hitNumber, uint8_t* outType){}; virtual void OnStatusMove(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){}; virtual void PreventSecondaryEffects(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber, - bool& result){}; + bool* outResult){}; virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){}; virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){}; - virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool& result){}; + virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool* outResult){}; }; }