void ToHitStats::SetBase(int tohit, int /*mod*/) { base = tohit; if (Owner) { // not true for a short while during init, but we make amends immediately Owner->BaseStats[IE_TOHIT] = tohit; } RefreshTotal(); }
void ArmorClass::SetNatural(int AC, int /*mod*/) { natural = AC; if (Owner) { // not true for a short while during init, but we make amends immediately Owner->BaseStats[IE_ARMORCLASS] = AC; } RefreshTotal(); }
// resets all the boni void ToHitStats::ResetAll() { weaponBonus = 0; armorBonus = 0; shieldBonus = 0; abilityBonus = 0; proficiencyBonus = 0; genericBonus = 0; RefreshTotal(); }
// resets all the boni (natural is skipped, since it holds the base value) void ArmorClass::ResetAll() { deflectionBonus = 0; armorBonus = 0; shieldBonus = 0; dexterityBonus = 0; wisdomBonus = 0; genericBonus = 0; RefreshTotal(); }
void BackupView::RefreshSizes() { off_t size; for (uint32 i = 0; i < LOCATION_COUNT; i++) { BPath directory; find_directory(gLocationMap[i].location, &directory); size = DirectorySize(&directory, gLocationMap[i].recurse); BackupListItem* item = (BackupListItem*)fBackupList->ItemAt(i); if (!item) continue; item->SetBytes(size); } RefreshTotal(); }
void ToHitStats::SetBonus(int& current, int bonus, int mod) { SetBonusInternal(current, bonus, mod); RefreshTotal(); }
void ArmorClass::SetBonus(int& current, int bonus, int mod) { SetBonusInternal(current, bonus, mod); RefreshTotal(); }