Searched refs:WS_READY (Results 1 – 15 of 15) sorted by relevance
190 if (dd->state == WS_READY) { in discord_ws_reconnect()410 if (dd->state != WS_READY) { in discord_ws_status_postponed()432 if (dd->state != WS_READY) { in discord_ws_set_status()
31 WS_READY, enumerator
959 dd->state = WS_READY; in discord_parse_message()1055 dd->state = WS_READY; in discord_parse_message()
504 WS_READY = 0, enumerator523 , m_status(WS_READY) in work_item()
505 WS_READY = 0, enumerator524 , m_status(WS_READY) in work_item()
2868 if (m_work_item[curitem % WORK_BUFFER_HUNKS].m_status != WS_READY) in compress_continue()2877 if (m_walking_parent && m_work_item[curitem % WORK_BUFFER_HUNKS].m_status != WS_READY) in compress_continue()2953 item.m_status = WS_READY; in compress_continue()2966 elem.m_status = WS_READY; in compress_continue()2990 while (m_work_item[m_write_hunk % WORK_BUFFER_HUNKS].m_status != WS_READY && in compress_continue()
214 if (this) this.state = WS_READY;296 if (this.state != WS_READY) return false;529 case WS_READY:784 this.state = WS_READY;
179 if(this.(weaponentity).state != WS_READY)
343 actor.(weaponentity).state = WS_READY;406 actor.(weaponentity).state = WS_READY;494 actor.(weaponentity).state = WS_READY;
409 if (actor.(weaponentity).state == WS_READY)
35 const int WS_READY = 4;
155 ownr.(weaponentity).state = WS_READY;224 ball.owner.(weaponentity).state = WS_READY;
1073 if(this.(weaponentity).state != WS_READY)