| 131 | } |
| 132 | |
| 133 | void Scene_Order::Redo() { |
| 134 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Cancel)); |
| 135 | |
| 136 | actors.clear(); |
| 137 | actors.resize(Main_Data::game_party->GetActors().size()); |
| 138 | |
| 139 | std::vector<Game_Actor*> actors = Main_Data::game_party->GetActors(); |
| 140 | for (std::vector<Game_Actor*>::const_iterator it = actors.begin(); |
| 141 | it != actors.end(); ++it) { |
| 142 | int index = it - actors.begin(); |
| 143 | window_left->SetItemText(index, (*it)->GetName()); |
| 144 | window_right->SetItemText(index, ""); |
| 145 | } |
| 146 | |
| 147 | window_left->SetActive(true); |
| 148 | window_left->SetIndex(0); |
| 149 | |
| 150 | window_confirm->SetActive(false); |
| 151 | window_confirm->SetVisible(false); |
| 152 | window_confirm->SetIndex(-1); |
| 153 | |
| 154 | actor_counter = 0; |
| 155 | actors.clear(); |
| 156 | actors.resize(actors.size()); |
| 157 | } |
| 158 | |
| 159 | void Scene_Order::Confirm() { |
| 160 | Main_Data::game_system->SePlay(Main_Data::game_system->GetSystemSE(Main_Data::game_system->SFX_Decision)); |