Searched refs:GetStateTimer (Results 1 – 7 of 7) sorted by relevance
248 client->GetStateTimer().async_wait( in Enter()256 client->GetStateTimer().cancel(); in Exit()275 client->GetStateTimer().async_wait( in TimerLoop()419 client->GetStateTimer().async_wait( in Enter()427 client->GetStateTimer().cancel(); in Exit()471 client->GetStateTimer().async_wait( in Enter()488 client->GetStateTimer().cancel(); in Exit()1004 client->GetStateTimer().async_wait( in Enter()1012 client->GetStateTimer().cancel(); in Exit()1417 client->GetStateTimer().async_wait( in Enter()[all …]
582 GetStateTimer().cancel(); in Main()1036 ClientThread::GetStateTimer() in GetStateTimer() function in ClientThread
292 _character_actors[i]->GetStateTimer().Pause(); in FreezeTimers()295 _enemy_actors[i]->GetStateTimer().Pause(); in FreezeTimers()313 _character_actors[i]->GetStateTimer().Run(); in UnFreezeTimers()316 _enemy_actors[i]->GetStateTimer().Run(); in UnFreezeTimers()871 live_actors[i]->GetStateTimer().PercentComplete(); in _DrawStaminaBar()878 live_actors[i]->GetStateTimer().PercentComplete(); in _DrawStaminaBar()
262 hoa_system::SystemTimer& GetStateTimer() in GetStateTimer() function
840 …_character_actors[i]->GetStateTimer().Update(RandomBoundedInteger(max_init_timer, max_init_timer *… in _Initialize()842 _character_actors[i]->GetStateTimer().Update(RandomBoundedInteger(0, max_init_timer)); in _Initialize()847 …_enemy_actors[i]->GetStateTimer().Update(RandomBoundedInteger(max_init_timer, max_init_timer * 2)); in _Initialize()849 _enemy_actors[i]->GetStateTimer().Update(RandomBoundedInteger(0, max_init_timer)); in _Initialize()
352 vt_system::SystemTimer& GetStateTimer() { in GetStateTimer() function
227 boost::asio::steady_timer &GetStateTimer();