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rpg_actor.cpp
Go to the documentation of this file.
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/* !!!! GENERATED FILE - DO NOT EDIT !!!!
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* --------------------------------------
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*
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* This file is part of liblcf. Copyright (c) liblcf authors.
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* https://github.com/EasyRPG/liblcf - https://easyrpg.org
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*
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* liblcf is Free/Libre Open Source Software, released under the MIT License.
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* For the full copyright and license information, please view the COPYING
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* file that was distributed with this source code.
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*/
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// Headers
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#include "lcf/rpg/actor.h"
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namespace
lcf
{
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namespace
rpg
{
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std::ostream&
operator<<
(std::ostream& os,
const
Actor& obj) {
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os <<
"Actor{"
;
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os <<
"name="
<< obj.name;
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os <<
", title="
<< obj.title;
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os <<
", character_name="
<< obj.character_name;
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os <<
", character_index="
<< obj.character_index;
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os <<
", transparent="
<< obj.transparent;
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os <<
", initial_level="
<< obj.initial_level;
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os <<
", final_level="
<< obj.final_level;
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os <<
", critical_hit="
<< obj.critical_hit;
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os <<
", critical_hit_chance="
<< obj.critical_hit_chance;
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os <<
", face_name="
<< obj.face_name;
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os <<
", face_index="
<< obj.face_index;
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os <<
", two_weapon="
<< obj.two_weapon;
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os <<
", lock_equipment="
<< obj.lock_equipment;
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os <<
", auto_battle="
<< obj.auto_battle;
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os <<
", super_guard="
<< obj.super_guard;
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os <<
", parameters="
<< obj.parameters;
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os <<
", exp_base="
<< obj.exp_base;
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os <<
", exp_inflation="
<< obj.exp_inflation;
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os <<
", exp_correction="
<< obj.exp_correction;
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os <<
", initial_equipment="
<< obj.initial_equipment;
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os <<
", unarmed_animation="
<< obj.unarmed_animation;
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os <<
", class_id="
<< obj.class_id;
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os <<
", battle_x="
<< obj.battle_x;
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os <<
", battle_y="
<< obj.battle_y;
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os <<
", battler_animation="
<< obj.battler_animation;
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os <<
", skills="
;
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for
(
size_t
i = 0; i < obj.skills.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.skills[i];
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}
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os <<
"]"
;
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os <<
", rename_skill="
<< obj.rename_skill;
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os <<
", skill_name="
<< obj.skill_name;
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os <<
", state_ranks="
;
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for
(
size_t
i = 0; i < obj.state_ranks.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.state_ranks[i];
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}
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os <<
"]"
;
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os <<
", attribute_ranks="
;
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for
(
size_t
i = 0; i < obj.attribute_ranks.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.attribute_ranks[i];
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}
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os <<
"]"
;
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os <<
", battle_commands="
;
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for
(
size_t
i = 0; i < obj.battle_commands.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.battle_commands[i];
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}
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os <<
"]"
;
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os <<
", easyrpg_actorai="
<< obj.easyrpg_actorai;
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os <<
", easyrpg_prevent_critical="
<< obj.easyrpg_prevent_critical;
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os <<
", easyrpg_raise_evasion="
<< obj.easyrpg_raise_evasion;
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os <<
", easyrpg_immune_to_attribute_downshifts="
<< obj.easyrpg_immune_to_attribute_downshifts;
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os <<
", easyrpg_ignore_evasion="
<< obj.easyrpg_ignore_evasion;
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os <<
", easyrpg_unarmed_hit="
<< obj.easyrpg_unarmed_hit;
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os <<
", easyrpg_unarmed_state_set="
;
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for
(
size_t
i = 0; i < obj.easyrpg_unarmed_state_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.easyrpg_unarmed_state_set[i];
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}
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os <<
"]"
;
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os <<
", easyrpg_unarmed_state_chance="
<< obj.easyrpg_unarmed_state_chance;
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os <<
", easyrpg_unarmed_attribute_set="
;
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for
(
size_t
i = 0; i < obj.easyrpg_unarmed_attribute_set.size(); ++i) {
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os << (i == 0 ?
"["
:
", "
) << obj.easyrpg_unarmed_attribute_set[i];
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}
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os <<
"]"
;
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os <<
", easyrpg_dual_attack="
<< obj.easyrpg_dual_attack;
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os <<
", easyrpg_attack_all="
<< obj.easyrpg_attack_all;
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os <<
"}"
;
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return
os;
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}
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}
// namespace rpg
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}
// namespace lcf
lcf::rpg
Definition
rpg_actor.cpp:16
lcf::rpg::operator<<
std::ostream & operator<<(std::ostream &os, const Actor &obj)
Definition
rpg_actor.cpp:18
lcf
Definition
dbarray.cpp:13
src
generated
rpg_actor.cpp
Generated on
for liblcf by
1.17.0