void CLick::process() { (this->*mp_processState)(); processActionRoutine(); processFalling(); }
void CMimrock::process() { performCollisions(); processFalling(); (this->*mp_processState)(); processActionRoutine(); }
void CBerkFlame::process() { processFalling(); performCollisions(); (this->*mpProcessState)(); if(!processActionRoutine()) exists = false; }
void CThunderCloud::process() { if( mpBolt ) { if(!mpBolt->exists) mpBolt = NULL; // This can be done because the object container will care deleting the it. } performCollisions(); processFalling(); if( blockedl ) xDirection = RIGHT; else if( blockedr ) xDirection = LEFT; (this->*mpProcessState)(); mTimer++; processActionRoutine(); }
void CCouncilMember::processWalking() { performCollisions(); processFalling(); // Check if there is a cliff and move him back in case performCliffStop(m_Action.H_anim_move_amount<<1); if( m_timer < ELDER_MOVE_TIMER ) { m_timer++; return; } else { m_timer = 0; } // Chance if he will think if( getProbability(25) ) { m_timer = 0; mp_processState = &CCouncilMember::processThinking; setAction(A_COUNCIL_MEMBER_THINK); return; } // Move normally in the direction if( m_hDir == RIGHT ) moveRight( m_Action.H_anim_move_amount<<1 ); else moveLeft( m_Action.H_anim_move_amount<<1 ); }