bool player::has_grab_break_tec() { std::vector<matec_id> techniques = get_all_techniques(); for (std::vector<matec_id>::iterator it = techniques.begin(); it != techniques.end(); ++it) { if (ma_techniques[*it].grab_break == true) return true; } return false; }
// This one isn't used with a weapon bool player::has_grab_break_tec() const { for( auto &technique : get_all_techniques( ret_null ) ) { if( technique.obj().grab_break ) { return true; } } return false; }
// defensive technique-related bool player::has_miss_recovery_tec( const item &weap ) const { for( auto &technique : get_all_techniques( weap ) ) { if( technique.obj().miss_recovery ) { return true; } } return false; }
bool player::has_grab_break_tec() { std::vector<matec_id> techniques = get_all_techniques(); for( auto &technique : techniques ) { if( ma_techniques[technique].grab_break == true ) { return true; } } return false; }
// defensive technique-related bool player::has_miss_recovery_tec() { std::vector<matec_id> techniques = get_all_techniques(); for( auto &technique : techniques ) { if( ma_techniques[technique].miss_recovery == true ) { return true; } } return false; }