// Unbreakable flag BOOL Obj_Character::IsUnbreakable(VOID) { if(TRUE==GetUnbreakableDirtyFlag()) { BOOL bValue = FALSE;//default value should be FALSE if(TRUE==Impact_GetBoolAttrRefix(CharBoolAttrs_T::ATTR_UNBREAKABLE, bValue)) { SetBoolAttr(CharBoolAttrs_T::ATTR_UNBREAKABLE, bValue); } else { SetBoolAttr(CharBoolAttrs_T::ATTR_UNBREAKABLE, FALSE);//default value should be FALSE } ClearUnbreakableDirtyFlag(); } return GetBoolAttr(CharBoolAttrs_T::ATTR_UNBREAKABLE); }
// Can move flag BOOL Obj_Character::CanMove(VOID) { if(TRUE==GetCanMoveDirtyFlag()) { BOOL bValue = TRUE; if(TRUE==Impact_GetBoolAttrRefix(CharBoolAttrs_T::ATTR_CAN_MOVE, bValue)) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_MOVE, bValue); } else { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_MOVE, TRUE); } ClearCanMoveDirtyFlag(); } return GetBoolAttr(CharBoolAttrs_T::ATTR_CAN_MOVE); }
// Can Action flag 2 BOOL Obj_Character::CanActionFlag2(VOID) { if(TRUE==GetCanAction2DirtyFlag()) { BOOL bValue = TRUE; if(TRUE==Impact_GetBoolAttrRefix(CharBoolAttrs_T::ATTR_CAN_ACTION2, bValue)) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_ACTION2, bValue); } else { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_ACTION2, TRUE); } ClearCanAction2DirtyFlag(); } return GetBoolAttr(CharBoolAttrs_T::ATTR_CAN_ACTION2); }
//Alive flag BOOL Obj_Character::IsAlive(VOID) { if(0>=GetHP()) { return FALSE; } if(TRUE==GetAliveDirtyFlag()) { BOOL bValue = TRUE; if(TRUE==Impact_GetBoolAttrRefix(CharBoolAttrs_T::ATTR_ALIVE, bValue)) { SetBoolAttr(CharBoolAttrs_T::ATTR_ALIVE, bValue); } else { SetBoolAttr(CharBoolAttrs_T::ATTR_ALIVE, TRUE); } ClearAliveDirtyFlag(); } return GetBoolAttr(CharBoolAttrs_T::ATTR_ALIVE); }
void SVGStyleElement::SetScoped(bool aScoped, ErrorResult& rv) { rv = SetBoolAttr(nsGkAtoms::scoped, aScoped); }
VOID Obj_Character::MarkUnbreakableFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_UNBREAKABLE, TRUE); }
VOID Obj_Character::ClearUnbreakableFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_UNBREAKABLE, FALSE); }
VOID Obj_Character::MarkCanActionFlag2(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_ACTION2, TRUE); }
VOID Obj_Character::ClearCanActionFlag2(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_ACTION2, FALSE); }
VOID Obj_Character::MarkCanMoveFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_MOVE, TRUE); }
VOID Obj_Character::ClearCanMoveFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_CAN_MOVE, FALSE); }
VOID Obj_Character::MarkCombatFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_IN_COMBAT, TRUE); }
VOID Obj_Character::ClearCombatFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_IN_COMBAT, FALSE); }
VOID Obj_Character::MarkAliveFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_ALIVE, TRUE); }
VOID Obj_Character::ClearAliveFlag(VOID) { SetBoolAttr(CharBoolAttrs_T::ATTR_ALIVE, FALSE); }