Make Script functions pass out parameters by pointer instead of reference.
continuous-integration/drone/push Build is failing
Details
continuous-integration/drone/push Build is failing
Details
This commit is contained in:
parent
c4d0a73df6
commit
59f7d3aa4f
|
@ -27,24 +27,24 @@ namespace CreatureLib::Battling {
|
||||||
|
|
||||||
virtual void OnBeforeTurn(const BaseTurnChoice* choice){};
|
virtual void OnBeforeTurn(const BaseTurnChoice* choice){};
|
||||||
|
|
||||||
virtual void ChangeAttack(AttackTurnChoice* choice, std::string& attack){};
|
virtual void ChangeAttack(AttackTurnChoice* choice, std::string* outAttack){};
|
||||||
virtual void PreventAttack(ExecutingAttack* attack, bool& result){};
|
virtual void PreventAttack(ExecutingAttack* attack, bool* outResult){};
|
||||||
virtual void FailAttack(ExecutingAttack* attack, bool& failed){};
|
virtual void FailAttack(ExecutingAttack* attack, bool* outFailed){};
|
||||||
virtual void StopBeforeAttack(ExecutingAttack* attack){};
|
virtual void StopBeforeAttack(ExecutingAttack* attack){};
|
||||||
virtual void OnBeforeAttack(ExecutingAttack* attack){};
|
virtual void OnBeforeAttack(ExecutingAttack* attack){};
|
||||||
|
|
||||||
virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool& result){};
|
virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool* outResult){};
|
||||||
virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool& result){};
|
virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool* outResult){};
|
||||||
virtual void OnAttackMiss(ExecutingAttack* attack, Creature* target){};
|
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 OnStatusMove(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
|
||||||
virtual void PreventSecondaryEffects(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 OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
|
||||||
|
|
||||||
virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){};
|
virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){};
|
||||||
|
|
||||||
virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool& result){};
|
virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool* outResult){};
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue