bool forEachContainer (Functor& functor) { mHasState = true; return forEachImp (functor, mContainers) && forEachImp (functor, mCreatures) && forEachImp (functor, mNpcs); }
bool forEach (Functor& functor) { mHasState = true; return forEachImp (functor, mActivators) && forEachImp (functor, mPotions) && forEachImp (functor, mAppas) && forEachImp (functor, mArmors) && forEachImp (functor, mBooks) && forEachImp (functor, mClothes) && forEachImp (functor, mContainers) && forEachImp (functor, mDoors) && forEachImp (functor, mIngreds) && forEachImp (functor, mItemLists) && forEachImp (functor, mLights) && forEachImp (functor, mLockpicks) && forEachImp (functor, mMiscItems) && forEachImp (functor, mProbes) && forEachImp (functor, mRepairs) && forEachImp (functor, mStatics) && forEachImp (functor, mWeapons) && forEachImp (functor, mCreatures) && forEachImp (functor, mNpcs) && forEachImp (functor, mCreatureLists); }
bool forEach (Functor& functor) { return forEachImp (functor, activators) && forEachImp (functor, potions) && forEachImp (functor, appas) && forEachImp (functor, armors) && forEachImp (functor, books) && forEachImp (functor, clothes) && forEachImp (functor, containers) && forEachImp (functor, creatures) && forEachImp (functor, doors) && forEachImp (functor, ingreds) && forEachImp (functor, creatureLists) && forEachImp (functor, itemLists) && forEachImp (functor, lights) && forEachImp (functor, lockpicks) && forEachImp (functor, miscItems) && forEachImp (functor, npcs) && forEachImp (functor, probes) && forEachImp (functor, repairs) && forEachImp (functor, statics) && forEachImp (functor, weapons); }