| 2018 | } |
| 2019 | |
| 2020 | void BattleView::updateSoldierButtons() |
| 2021 | { |
| 2022 | bool cease_fire = false; |
| 2023 | bool at_will = false; |
| 2024 | bool aimed = false; |
| 2025 | bool snap = false; |
| 2026 | bool auto_fire = false; |
| 2027 | bool kneeling = false; |
| 2028 | bool not_kneeling = false; |
| 2029 | bool prone = false; |
| 2030 | bool walk = false; |
| 2031 | bool run = false; |
| 2032 | bool evasive = false; |
| 2033 | bool normal = false; |
| 2034 | bool aggressive = false; |
| 2035 | bool reserve_aimed_set = false; |
| 2036 | bool reserve_snap_set = false; |
| 2037 | bool reserve_auto_set = false; |
| 2038 | bool reserve_kneel_set = false; |
| 2039 | bool reserve_shot_unset = false; |
| 2040 | bool reserve_kneel_unset = false; |
| 2041 | for (auto &u : battle.battleViewSelectedUnits) |
| 2042 | { |
| 2043 | switch (u->fire_aiming_mode) |
| 2044 | { |
| 2045 | case WeaponAimingMode::Aimed: |
| 2046 | aimed = true; |
| 2047 | break; |
| 2048 | case WeaponAimingMode::Snap: |
| 2049 | snap = true; |
| 2050 | break; |
| 2051 | case WeaponAimingMode::Auto: |
| 2052 | auto_fire = true; |
| 2053 | break; |
| 2054 | } |
| 2055 | if (u->fire_permission_mode == BattleUnit::FirePermissionMode::CeaseFire) |
| 2056 | { |
| 2057 | cease_fire = true; |
| 2058 | } |
| 2059 | else |
| 2060 | { |
| 2061 | at_will = true; |
| 2062 | } |
| 2063 | switch (u->behavior_mode) |
| 2064 | { |
| 2065 | case BattleUnit::BehaviorMode::Evasive: |
| 2066 | evasive = true; |
| 2067 | break; |
| 2068 | case BattleUnit::BehaviorMode::Normal: |
| 2069 | normal = true; |
| 2070 | break; |
| 2071 | case BattleUnit::BehaviorMode::Aggressive: |
| 2072 | aggressive = true; |
| 2073 | break; |
| 2074 | } |
| 2075 | switch (u->movement_mode) |
| 2076 | { |
| 2077 | case MovementMode::Prone: |
nothing calls this directly
no test coverage detected