Searched refs:ACTOR_STATE_DYING (Results 1 – 5 of 5) sorted by relevance
91 case ACTOR_STATE_DYING: in ChangeState()186 } else if(_state == ACTOR_STATE_DYING) { in Update()219 if(_state == ACTOR_STATE_DYING) { in DrawSprite()258 if(_state == ACTOR_STATE_DYING) { in DrawStaminaIcon()
212 case ACTOR_STATE_DYING: in ChangeState()251 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterDamage()265 ChangeState(ACTOR_STATE_DYING); in RegisterDamage()355 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterSPDamage()376 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterHealing()401 if(_state != ACTOR_STATE_DYING && _state != ACTOR_STATE_DEAD) { in RegisterRevive()487 if (_state == ACTOR_STATE_DYING) { in _UpdateState()590 case ACTOR_STATE_DYING: in Update()636 case ACTOR_STATE_DYING: in _UpdateStaminaIconPosition()659 if(_state == ACTOR_STATE_DYING) in DrawStaminaIcon()
41 ACTOR_STATE_DYING = 8, //!< Actor is in the transitive dying state. enumerator81 return (_state != ACTOR_STATE_DYING && IsAlive()); in CanFight()
174 case ACTOR_STATE_DYING: in ChangeState()333 if(_state == ACTOR_STATE_DYING) { in DrawSprite()
793 luabind::value("ACTOR_STATE_DYING", ACTOR_STATE_DYING), in BindModeCode()