Searched refs:IsFMOActive (Results 1 – 4 of 4) sorted by relevance
2185 if (! MainData->InputOptions->FMO.IsFMOActive()) { in WriteToFile()2312 if (MainData->InputOptions->FMO.IsFMOActive()) { in WriteToFile()3744 if (!IsFMOActive()) return; in WriteToFile()3796 if (IsFMOActive() || (GetNumberFragments()>1)) { in WriteXML()3799 Ele->addBoolAttribute(CML_convert(MMP_IOFMOActiveFlag), IsFMOActive()); in WriteXML()
1081 inline bool IsFMOActive(void) const {return Active;}; in IsFMOActive() function
438 if (MainData->InputOptions->FMO.IsFMOActive()) nAtoms=0; //FMO coordinates are in $FMOXYZ in OpenGAMESSInput()499 if (MainData->InputOptions->FMO.IsFMOActive() && Buffer->FindGroup("FMOXYZ")) { in OpenGAMESSInput()753 if (MainData->InputOptions->FMO.IsFMOActive()) { in OpenGAMESSInput()
2154 if (TmpInputRec->FMO.IsFMOActive()) { in SetupFMOItems()2737 if (TmpInputRec->FMO.IsFMOActive()) { in SaveData()