Searched refs:m_start_locked (Results 1 – 4 of 4) sorted by relevance
296 m_start_locked(false), in MultiplayerLobbyData()308 m_start_locked(false), in MultiplayerLobbyData()320 m_start_locked(false), in MultiplayerLobbyData()333 bool m_start_locked; member
265 & BOOST_SERIALIZATION_NVP(m_start_locked) in serialize()
431 dummy_lobby_data.m_start_locked = true; in UpdateIngameLobby()969 m_lobby_data->m_start_locked = true; in ValidateClientLimits()972 m_lobby_data->m_start_locked = true; in ValidateClientLimits()978 m_lobby_data->m_start_locked = true; in ValidateClientLimits()981 m_lobby_data->m_start_locked = true; in ValidateClientLimits()984 m_lobby_data->m_start_locked = true; in ValidateClientLimits()987 m_lobby_data->m_start_locked = true; in ValidateClientLimits()990 m_lobby_data->m_start_locked = false; in ValidateClientLimits()1667 if (m_lobby_data->m_start_locked) { in react()
1122 if (m_lobby_data.m_start_locked) { in PopulatePlayerList()