Searched refs:IsBattleRunning (Results 1 – 16 of 16) sorted by relevance
63 if (!Main_Data::game_party->GetTimerVisible(which, Game_Battle::IsBattleRunning())) { in Draw()89 if (Game_Battle::IsBattleRunning()) { in Draw()
51 bool IsBattleRunning();202 inline bool Game_Battle::IsBattleRunning() { in IsBattleRunning() function
56 && (!Game_Battle::IsBattleRunning() || !item->occasion_field1)) { in CheckEnable()74 if (Game_Battle::IsBattleRunning()) { in Refresh()
48 const bool is_battle = Game_Battle::IsBattleRunning(); in OnPictureShow()76 const bool is_battle = Game_Battle::IsBattleRunning(); in Draw()
97 …&& (!Game_Battle::IsBattleRunning() || lcf::Data::battlecommands.battle_type != lcf::rpg::BattleCo… in Window_Message()185 …auto open_frames = (!IsVisible() && !Game_Battle::IsBattleRunning()) ? message_animation_frames : … in StartMessageProcessing()229 if (Game_Battle::IsBattleRunning()) { in ShowGoldWindow()348 auto close_frames = Game_Battle::IsBattleRunning() ? 0 : message_animation_frames; in FinishMessageProcessing()
281 const bool in_battle = Game_Battle::IsBattleRunning(); in IsItemUsable()396 …return !Game_Battle::IsBattleRunning() && Main_Data::game_system->GetAllowEscape() && Main_Data::g… in IsSkillUsable()398 …return !Game_Battle::IsBattleRunning() && Main_Data::game_system->GetAllowTeleport() && Main_Data:… in IsSkillUsable()402 if (Game_Battle::IsBattleRunning()) { in IsSkillUsable()428 if (Game_Battle::IsBattleRunning()) { in IsSkillUsable()576 const bool battle = Game_Battle::IsBattleRunning(); in UpdateTimers()
289 const auto is_battle = Game_Battle::IsBattleRunning(); in Update()482 const bool is_battle = Game_Battle::IsBattleRunning(); in UpdateRangeListWindow()785 if (Game_Battle::IsBattleRunning()) { in DoCallCommonEvent()797 if (Game_Battle::IsBattleRunning()) { in DoCallMapEvent()820 if (!Game_Battle::IsBattleRunning()) { in DoCallBattleEvent()
99 if (!Game_Battle::IsBattleRunning()) { in CheckInclude()
86 if (!IsBattleRunning()) { in Quit()306 return IsBattleRunning() ? troop : nullptr; in GetActiveTroop()
47 if (Game_Battle::IsBattleRunning()) { in GetRealPosition()
268 const auto in_battle = Game_Battle::IsBattleRunning(); in IsSkillUsable()
114 if (_state.stack.empty() && main_flag && !Game_Battle::IsBattleRunning()) { in Push()349 …::IsTriggered(Input::DEBUG_ABORT_EVENT) && Player::debug_flag && !Game_Battle::IsBattleRunning()) { in Update()465 if (Game_Battle::IsBattleRunning() && Player::IsRPG2k3() && Game_Battle::CheckWin()) { in Update()512 if (!Game_Battle::IsBattleRunning() && !Main_Data::game_party->IsAnyActive()) { in CheckGameOver()807 if (main_flag && is_base_frame && !Game_Battle::IsBattleRunning()) { in OnFinishStackFrame()1893 actor->RemoveState(state_id, !Game_Battle::IsBattleRunning()); in CommandChangeCondition()2295 if (Game_Battle::IsBattleRunning()) { in CommandEraseScreen()2382 if (Game_Battle::IsBattleRunning()) { in CommandShowScreen()3964 return Game_Battle::IsBattleRunning() in GetForegroundInterpreter()
394 if (animation->IsDone() && !Game_Battle::IsBattleRunning()) { in UpdateBattleAnimation()
160 if (Game_Battle::IsBattleRunning()) { in ProcessAnimationTiming()
571 if (Player::IsRPG2k() && Game_Battle::IsBattleRunning()) { in IsMessageTransparent()
339 if (!Game_Battle::IsBattleRunning()) { in AddState()