| 2000 | } |
| 2001 | |
| 2002 | static int AdjustPoseForDirection(const Game_Battler* battler, int pose) { |
| 2003 | if (battler->IsDirectionFlipped()) { |
| 2004 | switch (pose) { |
| 2005 | case lcf::rpg::BattlerAnimation::Pose_AttackRight: |
| 2006 | return lcf::rpg::BattlerAnimation::Pose_AttackLeft; |
| 2007 | case lcf::rpg::BattlerAnimation::Pose_AttackLeft: |
| 2008 | return lcf::rpg::BattlerAnimation::Pose_AttackRight; |
| 2009 | case lcf::rpg::BattlerAnimation::Pose_WalkRight: |
| 2010 | return lcf::rpg::BattlerAnimation::Pose_WalkLeft; |
| 2011 | case lcf::rpg::BattlerAnimation::Pose_WalkLeft: |
| 2012 | return lcf::rpg::BattlerAnimation::Pose_WalkRight; |
| 2013 | } |
| 2014 | } |
| 2015 | return pose; |
| 2016 | } |
| 2017 | |
| 2018 | void Scene_Battle_Rpg2k3::SetBattleActionState(BattleActionState state) { |
| 2019 | battle_action_state = state; |
no test coverage detected