Searched refs:getCurrentDesign (Results 1 – 7 of 7) sorted by relevance
1040 if( gamestate->getCurrentSector()->getCurrentDesign() != NULL ) { in refreshCanDesign()1061 this->button_ndesigners->setVisible( gamestate->getCurrentSector()->getCurrentDesign() != NULL ); in refreshCanDesign()1203 this->button_designers->setVisible( gamestate->getCurrentSector()->getCurrentDesign() != NULL ); in refresh()1280 if( gamestate->getCurrentSector()->getCurrentDesign() != NULL ) { in draw()1325 if( gamestate->getCurrentSector()->getCurrentDesign() == NULL ) { in draw()1329 Invention *current_invention = gamestate->getCurrentSector()->getCurrentDesign()->getInvention(); in draw()1590 if( gamePanel->gamestate->getCurrentSector()->getCurrentDesign() == NULL ) { in buttonNDesignersClick()1720 if( gamestate->getCurrentSector()->getCurrentDesign() == NULL ) { in input()1827 && ( gamestate->getCurrentSector()->getCurrentDesign() == NULL in input()1841 && ( gamestate->getCurrentSector()->getCurrentDesign() == NULL in input()[all …]
711 else if( sector->getCurrentDesign() == NULL ) { in doSectorAI()766 bool can_design = sector->getCurrentDesign() != NULL; in doSectorAI()799 if( sector->getCurrentDesign()->getInvention()->getEpoch() == nuclear_epoch_c ) in doSectorAI()852 else if( sector->getCurrentDesign() == NULL || enemiesPresentWithBombardment ) { in doSectorAI()1006 if( by_land && sector->getCurrentDesign() == NULL && sector->getCurrentManufacture() == NULL && in doSectorAI()
488 const Design *getCurrentDesign() const;
90 …const Design *current_design = wait_type == WAITTYPE_CURRENT_DESIGN ? sector->getCurrentDesign() :… in canProceed()
4580 if( sector->getCurrentDesign() != NULL ) { in runTests()4589 if( sector->getCurrentDesign() == NULL ) { in runTests()
2952 if( sector->getCurrentDesign() != NULL ) { in setNDesigners()
2431 const Design *Sector::getCurrentDesign() const { in getCurrentDesign() function in Sector