Exemple #1
0
            bool forEachContainer (Functor& functor)
            {
                mHasState = true;

                return
                    forEachImp (functor, mContainers) &&
                    forEachImp (functor, mCreatures) &&
                    forEachImp (functor, mNpcs);
            }
Exemple #2
0
            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);
            }
Exemple #3
0
 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);
 }