| 23 | return true; |
| 24 | } |
| 25 | bool Trigger::actionsAllowGameplay(DWORD dwExecutionPlayer, DWORD dwCheckingPlayer) const |
| 26 | { |
| 27 | // iterate maximum number of actions |
| 28 | for ( int i = 0; i < 64; ++i ) |
| 29 | { |
| 30 | // return true if this action is capable of creating or giving the player units |
| 31 | if ( this->actions[i].affectsGameplay(dwExecutionPlayer, dwCheckingPlayer) ) |
| 32 | return true; |
| 33 | |
| 34 | // "None" also indicates the end of the list |
| 35 | if ( this->actions[i].bActionType == Actions::None ) |
| 36 | break; |
| 37 | } |
| 38 | return false; |
| 39 | } |
| 40 | |
| 41 | bool playerCanMatch(DWORD dwActionGroup, DWORD dwExecutionPlayer, DWORD dwCheckingPlayer) |
| 42 | { |
no test coverage detected