void Game_Event::UpdateSelfMovement() { if (running) return; if (!Game_Message::GetContinueEvents() && Game_Map::GetInterpreter().IsRunning()) return; if (!IsStopping()) return; switch (move_type) { case RPG::EventPage::MoveType_random: MoveTypeRandom(); break; case RPG::EventPage::MoveType_vertical: MoveTypeCycleUpDown(); break; case RPG::EventPage::MoveType_horizontal: MoveTypeCycleLeftRight(); break; case RPG::EventPage::MoveType_toward: MoveTypeTowardsPlayer(); break; case RPG::EventPage::MoveType_away: MoveTypeAwayFromPlayer(); break; case RPG::EventPage::MoveType_custom: MoveTypeCustom(); break; } }
void Game_Character::UpdateSelfMovement() { switch (move_type) { case RPG::EventPage::MoveType_random: MoveTypeRandom(); break; case RPG::EventPage::MoveType_vertical: MoveTypeCycleUpDown(); break; case RPG::EventPage::MoveType_horizontal: MoveTypeCycleLeftRight(); break; case RPG::EventPage::MoveType_toward: MoveTypeTowardsPlayer(); break; case RPG::EventPage::MoveType_away: MoveTypeAwayFromPlayer(); break; case RPG::EventPage::MoveType_custom: MoveTypeCustom(); break; } }