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Searched refs:IsBattleRunning (Results 1 – 16 of 16) sorted by relevance

/dports/games/easyrpg-player/Player-0.7.0/src/
H A Dsprite_timer.cpp63 if (!Main_Data::game_party->GetTimerVisible(which, Game_Battle::IsBattleRunning())) { in Draw()
89 if (Game_Battle::IsBattleRunning()) { in Draw()
H A Dgame_battle.h51 bool IsBattleRunning();
202 inline bool Game_Battle::IsBattleRunning() { in IsBattleRunning() function
H A Dwindow_item.cpp56 && (!Game_Battle::IsBattleRunning() || !item->occasion_field1)) { in CheckEnable()
74 if (Game_Battle::IsBattleRunning()) { in Refresh()
H A Dsprite_picture.cpp48 const bool is_battle = Game_Battle::IsBattleRunning(); in OnPictureShow()
76 const bool is_battle = Game_Battle::IsBattleRunning(); in Draw()
H A Dwindow_message.cpp97 …&& (!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()
H A Dgame_party.cpp281 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()
H A Dscene_debug.cpp289 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()
H A Dwindow_skill.cpp99 if (!Game_Battle::IsBattleRunning()) { in CheckInclude()
H A Dgame_battle.cpp86 if (!IsBattleRunning()) { in Quit()
306 return IsBattleRunning() ? troop : nullptr; in GetActiveTroop()
H A Dgame_message.cpp47 if (Game_Battle::IsBattleRunning()) { in GetRealPosition()
H A Dalgo.cpp268 const auto in_battle = Game_Battle::IsBattleRunning(); in IsSkillUsable()
H A Dgame_interpreter.cpp114 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()
H A Dgame_screen.cpp394 if (animation->IsDone() && !Game_Battle::IsBattleRunning()) { in UpdateBattleAnimation()
H A Dbattle_animation.cpp160 if (Game_Battle::IsBattleRunning()) { in ProcessAnimationTiming()
H A Dgame_system.cpp571 if (Player::IsRPG2k() && Game_Battle::IsBattleRunning()) { in IsMessageTransparent()
H A Dgame_battler.cpp339 if (!Game_Battle::IsBattleRunning()) { in AddState()