| 1797 | } |
| 1798 | |
| 1799 | void Scene_Battle_Rpg2k::SelectPreviousActor() { |
| 1800 | std::vector<Game_Actor*> allies = Main_Data::game_party->GetActors(); |
| 1801 | |
| 1802 | if (allies[0] == active_actor) { |
| 1803 | SetState(State_SelectOption); |
| 1804 | actor_index = 0; |
| 1805 | return; |
| 1806 | } |
| 1807 | |
| 1808 | actor_index--; |
| 1809 | active_actor = allies[actor_index]; |
| 1810 | |
| 1811 | battle_actions.back()->SetBattleAlgorithm(nullptr); |
| 1812 | battle_actions.pop_back(); |
| 1813 | |
| 1814 | if (!active_actor->IsControllable()) { |
| 1815 | SelectPreviousActor(); |
| 1816 | return; |
| 1817 | } |
| 1818 | |
| 1819 | SetState(State_SelectActor); |
| 1820 | } |
| 1821 | |
| 1822 | void Scene_Battle_Rpg2k::CreateExecutionOrder() { |
| 1823 | // Define random Agility. Must be done outside of the sort function because of the "strict weak ordering" property, so the sort is consistent |
nothing calls this directly
no test coverage detected