Searched refs:BATTLE_STATE_NORMAL (Results 1 – 7 of 7) sorted by relevance
79 _battle->ChangeState(BATTLE_STATE_NORMAL); in Update()206 BattleMode::CurrentInstance()->ChangeState(BATTLE_STATE_NORMAL); in _UpdateInitialSequence()213 BattleMode::CurrentInstance()->ChangeState(BATTLE_STATE_NORMAL); in _UpdateInitialSequence()
348 else if(_state == BATTLE_STATE_NORMAL) { in Update()410 ChangeState(BATTLE_STATE_NORMAL); in Update()598 case BATTLE_STATE_NORMAL: in ChangeState()610 ChangeState(BATTLE_STATE_NORMAL); in ChangeState()688 ChangeState(BATTLE_STATE_NORMAL); in NotifyCommandCancel()710 ChangeState(BATTLE_STATE_NORMAL); in NotifyCharacterCommandComplete()746 ChangeState(BATTLE_STATE_NORMAL); in NotifyActorDeath()
64 …BATTLE_STATE_NORMAL = 1, //!< Normal state where player is watching actions play out and waiti… enumerator
332 ChangeState(BATTLE_STATE_NORMAL); in ChangeState()334 case BATTLE_STATE_NORMAL: in ChangeState()339 _state = BATTLE_STATE_NORMAL; in ChangeState()447 ChangeState(BATTLE_STATE_NORMAL); in NotifyCharacterCommandComplete()489 ChangeState(BATTLE_STATE_NORMAL); in NotifyActorDeath()
83 …BATTLE_STATE_NORMAL = 1, //!< Normal state where player is watching actions play out and waiti… enumerator
250 if(BM->GetState() == BATTLE_STATE_NORMAL) { in Update()330 if (BM->GetState() != BATTLE_STATE_NORMAL && BM->GetState() != BATTLE_STATE_COMMAND) in DrawSprite()
780 luabind::value("BATTLE_STATE_NORMAL", BATTLE_STATE_NORMAL), in BindModeCode()