// 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);
}
Пример #5
0
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);
}