Searched refs:S_INACTIVE (Results 1 – 9 of 9) sorted by relevance
28 S_INACTIVE const49 case S_INACTIVE:359 } else if S_INACTIVE&_field != 0 && intField[6] == value.(int) {
239 S_INACTIVE, // server was not started enumerator251 case S_INACTIVE: return "S_INACTIVE"; in GameStateAsString()
27 S_INACTIVE, enumerator
1703 if(!cClient || cClient->getStatus() == NET_DISCONNECTED) return S_INACTIVE; in currentGameState()1710 if(!cServer->isServerRunning()) return S_INACTIVE; in currentGameState()
484 case S_INACTIVE: break; in Frame_Basic()
834 #define S_INACTIVE 1 macro
454 if ( mode == S_INACTIVE ) { in update_activity_states()12965 if ( mode == S_INACTIVE ) {13061 update_activity_states(hcode, (1 << ucode), S_INACTIVE);13439 update_activity_states(hcode, aliasp[index].unitbmap, S_INACTIVE);
774 if(currentGameState() == S_INACTIVE) { in exec()2225 if(state == S_INACTIVE) return; in exec()
1364 …else if (fade_info->counters[b_t] > 0 && (b_state == S_ACTIVE || b_state == S_INACTIVE)) // moved … in draw_buttons_with_fade()