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Searched refs:multi_thr (Results 1 – 7 of 7) sorted by relevance

/dports/games/stuntrally/stuntrally-2.6.1/source/ogre/
H A DUpdate.cpp60 if (pSet->multi_thr == 1 && !bLoading && !mShutDown) in UpdThr()
154 if (pSet->multi_thr == 1 && pGame && !bLoading) in frameStart()
336 if (pSet->multi_thr == 0) in frameStart()
342 if (pSet->multi_thr == 0) in frameStart()
H A DGui_Events.cpp395 pSet->multi_thr = pSet->multi_thr ? 0 : 1; in chkMultiThread()
397 chk->setStateSelected(pSet->multi_thr > 0); in chkMultiThread()
H A DCGame.cpp75 if (pSet->multi_thr) in App()
H A DGui_Init.cpp378 Chk("MultiThread", chkMultiThread, pSet->multi_thr > 0); in InitGui()
/dports/games/stuntrally/stuntrally-2.6.1/source/vdrift/
H A Dsettings.h139 int blt_iter, dyn_iter, multi_thr, thread_sleep, gui_sleep; variable
H A Dsettings.cpp144 Param(c,w, "sim.game_freq", game_fq); Param(c,w, "sim.multi_thr", multi_thr); in Serialize()
232 ,multi_thr(0), thread_sleep(5), gui_sleep(1), perf_speed(100000) in SETTINGS()
/dports/games/stuntrally/stuntrally-2.6.1/config/
H A Dgame-default.cfg270 multi_thr = 1