Searched refs:BATTLE_STATE_COMMAND (Results 1 – 6 of 6) sorted by relevance
187 if (_state == BATTLE_STATE_COMMAND) { in Update()336 case BATTLE_STATE_COMMAND: in ChangeState()423 if (_state != BATTLE_STATE_COMMAND) { in NotifyCharacterCommand()424 ChangeState(BATTLE_STATE_COMMAND); in NotifyCharacterCommand()479 if (_state == BATTLE_STATE_COMMAND) { in NotifyActorDeath()712 …if ((_state == BATTLE_STATE_COMMAND) && (_command_supervisor->GetState() == COMMAND_STATE_TARGET))… in _DrawSprites()797 if (_state == BATTLE_STATE_COMMAND) { in _DrawBottomMenu()835 …if ((_state == BATTLE_STATE_COMMAND) && (_command_supervisor->GetState() == COMMAND_STATE_TARGET))… in _DrawStaminaBar()
84 BATTLE_STATE_COMMAND = 2, //!< Player is choosing a command for a character enumerator
295 if (InputManager->MenuPress() && !_scene_mode && (_state != BATTLE_STATE_COMMAND || in Update()400 else if(_state == BATTLE_STATE_COMMAND) { in Update()442 else if(_state != BATTLE_STATE_COMMAND) { in Update()607 case BATTLE_STATE_COMMAND: in ChangeState()663 if(_state == BATTLE_STATE_COMMAND) { in OpenCommandMenu()673 ChangeState(BATTLE_STATE_COMMAND); in OpenCommandMenu()680 if(_state != BATTLE_STATE_COMMAND) { in NotifyCommandCancel()740 if(_state == BATTLE_STATE_COMMAND) { in NotifyActorDeath()1060 if((_state == BATTLE_STATE_COMMAND) in _DrawSprites()1186 if((_state == BATTLE_STATE_COMMAND) in _DrawStaminaBar()
65 BATTLE_STATE_COMMAND = 2, //!< Player is choosing a command for a character enumerator
330 if (BM->GetState() != BATTLE_STATE_NORMAL && BM->GetState() != BATTLE_STATE_COMMAND) in DrawSprite()
781 luabind::value("BATTLE_STATE_COMMAND", BATTLE_STATE_COMMAND), in BindModeCode()