Searched refs:isUnderWater (Results 1 – 10 of 10) sorted by relevance
117 bool underWater = isUnderWater(); in updateMovement()191 …if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircl… in updateMovement()
313 if (wasUnderWater && !isUnderWater(o)) in checkSplash()319 else if (!wasUnderWater && isUnderWater(o)) in checkSplash()2190 bool Entity::isUnderWater(const Vector &override) in isUnderWater() function in Entity3027 if (waterBubble && isUnderWater()) in doCollisionAvoidance()
243 bool isUnderWater(const Vector &o=Vector());
773 } else if (highDiveIsHigh && avatar->isUnderWater()) { in update()
2787 if (!isUnderWater()) in formAbility()4460 if (isUnderWater()) in action()5332 state.wasUnderWater = isUnderWater(); in setWasUnderWater()5701 _isUnderWater = isUnderWater(); in onUpdate()
1574 if (dsq->game->li && dsq->game->avatar->isUnderWater() && dsq->continuity.hasLi()) in castSong()1614 if (dsq->game->avatar->isUnderWater()) in castSong()
6766 if (!avatar->isUnderWater()) in applyState()10013 if (avatar->isUnderWater(avatar->getHeadPosition())) in updateBgSfxLoop()
3964 b = e->isUnderWater(Vector(lua_tonumber(L, 2), lua_tonumber(L, 3))); in luaFunc()7194 …t != e && (e->getEntityType() == ET_ENEMY || e->getEntityType() == ET_AVATAR) && e->isUnderWater()) in luaFunc()
4643 if not isUnderWater and hasBorder and ((HHGear^.X < _0)