Searched refs:WallsStayUpDelay (Results 1 – 3 of 3) sorted by relevance
1044 if (bool(cycle_) && !cycle_->Alive() && gCycle::WallsStayUpDelay() >= 0 ){ in RenderNormal()1045 REAL dt=(se_GameTime()-cycle_->deathTime-gCycle::WallsStayUpDelay())*2; in RenderNormal()1173 REAL dt=(se_GameTime()-cycle_->deathTime-gCycle::WallsStayUpDelay())*2; in RenderBegin()2366 if ( gCycle::WallsStayUpDelay() >= 0 ) in IsDangerousAnywhere()2368 if ( !cycle_->Alive() && time - cycle_->deathTime > .2f + gCycle::WallsStayUpDelay() ) in IsDangerousAnywhere()2391 if ( gCycle::WallsStayUpDelay() >= 0.0f ) in IsDangerousApartFromHoles()2394 …if (!cycle_ || ( !cycle_->Alive() && cycle_->deathTime + gCycle::WallsStayUpDelay()+0.2f <= time )… in IsDangerousApartFromHoles()
261 …static REAL WallsStayUpDelay() { return wallsStayUpDelay; } //!< the time the cycle walls stay u… in WallsStayUpDelay() function
4046 …( !cycle->Alive() && gCycle::WallsStayUpDelay() >= 0 && se_GameTime()-cycle->DeathTime()-gCycle::W… in CannotHaveList()