| 465 | } |
| 466 | |
| 467 | void Scene_Battle::SkillSelected() { |
| 468 | const lcf::rpg::Skill* skill = skill_window->GetSkill(); |
| 469 | |
| 470 | if (!skill || !skill_window->CheckEnable(skill->ID)) { |
| 471 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Buzzer)); |
| 472 | return; |
| 473 | } |
| 474 | |
| 475 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |
| 476 | |
| 477 | AssignSkill(skill, nullptr); |
| 478 | } |
| 479 | |
| 480 | void Scene_Battle::AssignSkill(const lcf::rpg::Skill* skill, const lcf::rpg::Item* item) { |
| 481 | switch (skill->type) { |
nothing calls this directly
no test coverage detected