bool Game_Player::CheckActionEvent() { if (InAirship()) return false; // Use | instead of || to avoid short-circuit evaluation return CheckEventTriggerHere({RPG::EventPage::Trigger_action}, true) | CheckEventTriggerThere({RPG::EventPage::Trigger_action, RPG::EventPage::Trigger_touched, RPG::EventPage::Trigger_collision}, true); }
bool Game_Player::CheckActionEvent() { if (InAirship()) return false; int triggers_here[] = { 0 }; std::vector<int> triggers(triggers_here, triggers_here + sizeof triggers_here / sizeof(int)); if ( CheckEventTriggerHere(triggers) ) { return true; } int triggers_there[] = { 0, 1, 2 }; triggers.assign(triggers_there, triggers_there + sizeof triggers_there / sizeof(int)); return CheckEventTriggerThere(triggers); }