Make Script functions pass out parameters by pointer instead of reference.
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@ -27,24 +27,24 @@ namespace CreatureLib::Battling {
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virtual void OnBeforeTurn(const BaseTurnChoice* choice){};
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virtual void ChangeAttack(AttackTurnChoice* choice, std::string& attack){};
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virtual void PreventAttack(ExecutingAttack* attack, bool& result){};
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virtual void FailAttack(ExecutingAttack* attack, bool& failed){};
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virtual void ChangeAttack(AttackTurnChoice* choice, std::string* outAttack){};
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virtual void PreventAttack(ExecutingAttack* attack, bool* outResult){};
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virtual void FailAttack(ExecutingAttack* attack, bool* outFailed){};
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virtual void StopBeforeAttack(ExecutingAttack* attack){};
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virtual void OnBeforeAttack(ExecutingAttack* attack){};
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virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool& result){};
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virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool& result){};
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virtual void FailIncomingAttack(ExecutingAttack* attack, Creature* target, bool* outResult){};
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virtual void IsInvulnerable(ExecutingAttack* attack, Creature* target, bool* outResult){};
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virtual void OnAttackMiss(ExecutingAttack* attack, Creature* target){};
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virtual void ChangeAttackType(ExecutingAttack* attack, Creature* target, uint8_t hitNumber, uint8_t& type){};
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virtual void ChangeAttackType(ExecutingAttack* attack, Creature* target, uint8_t hitNumber, uint8_t* outType){};
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virtual void OnStatusMove(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
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virtual void PreventSecondaryEffects(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber,
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bool& result){};
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bool* outResult){};
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virtual void OnSecondaryEffect(const ExecutingAttack* attack, Creature* target, uint8_t hitNumber){};
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virtual void OnAfterHits(const ExecutingAttack* attack, Creature* target){};
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virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool& result){};
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virtual void PreventSelfSwitch(const SwitchTurnChoice* choice, bool* outResult){};
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};
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}
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