Searched refs:Equipped (Results 1 – 6 of 6) sorted by relevance
103 unionWeapon:Init(mon:Equipped().bytes,mon:Equipped().pos)
129 union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos)
114 var equipped = monster.Equipped<Weapon>().Value; in Main()
140 if monster.Equipped(unionTable) {
100 function Monster_mt:Equipped() function
1794 `union Equipped`. There are two parts to each FlatBuffer `union`. The first, is1800 `Equipped Type` and the `Equipped` union itself.2937 Last, we can access our `Equipped` FlatBuffer `union`. Just like when we created2987 var weapon = monster.Equipped<Weapon>().Value;2997 // `monster.Equipped()` function.3000 if monster.Equipped(unionTable) {3006 // `monster.Equipped()`.3021 # `monster.Equipped()` returns a `flatbuffers.Table`, which can be used to3024 union_weapon.Init(monster.Equipped().Bytes, monster.Equipped().Pos)3090 unionWeapon:Init(mon:Equipped().bytes, mon:Equipped().pos)