예제 #1
0
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();
}
예제 #2
0
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();
}
예제 #3
0
// resets all the boni
void ToHitStats::ResetAll() {
	weaponBonus = 0;
	armorBonus = 0;
	shieldBonus = 0;
	abilityBonus = 0;
	proficiencyBonus = 0;
	genericBonus = 0;
	RefreshTotal();
}
예제 #4
0
// 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();
}
예제 #5
0
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();
}
예제 #6
0
void ToHitStats::SetBonus(int& current, int bonus, int mod)
{
	SetBonusInternal(current, bonus, mod);
	RefreshTotal();
}
예제 #7
0
void ArmorClass::SetBonus(int& current, int bonus, int mod)
{
	SetBonusInternal(current, bonus, mod);
	RefreshTotal();
}