Searched refs:mGameState (Results 1 – 8 of 8) sorted by relevance
29 mGameState = GameState::FailedToLoad; in load()34 mGameState = GameState::FailedToLoad; in load()43 mGameState = GameState::FailedToLoad; in load()47 mGameState = GameState::Playing; in load()68 if (mGameState != GameState::Playing){ in tap()86 switch (mGameState){ in tick()143 mGameState = GameState::Loading; in onErrorAfterClose()
74 std::atomic<GameState> mGameState { GameState::Loading };
839 if (mGameState == STATE_PAUSED) in UpdateActions()991 if (mGameState == STATE_RUNNING) in PauseGameSlot()1662 if (mGameState == STATE_RUNNING) in SetSolverGuessSlot()1994 if (mGameState == STATE_PAUSED) in NewGame()2070 if (mGameState != STATE_RUNNING) in NextRow()2230 switch (mGameState) in ResolveGame()2268 switch (mGameState) in ResolveGame()2318 return mGameState; in GetGameState()2408 if (mGameState != s) in SetState()2410 mGameState = s; in SetState()[all …]
189 int mGameState; variable
614 NetworkHostState::NetworkHostState() : mServer( ), mClient( new RakClient ), mGameState(nullptr) in NetworkHostState()646 delete mGameState; in ~NetworkHostState()652 if( mGameState == nullptr ) in step_impl()688 mGameState = new NetworkGameState(mClient); in step_impl()719 if( mGameState ) in step_impl()720 mGameState->step_impl(); in step_impl()
109 NetworkGameState* mGameState; variable
292 BYTE mGameState; variable
739 mGameState = state; in DIntermissionController()844 switch (mGameState) in Ticker()