Searched refs:ACTOR_STATE_COMMAND (Results 1 – 12 of 12) sorted by relevance
222 ChangeState(ACTOR_STATE_COMMAND); in Update()247 if (_state != ACTOR_STATE_COMMAND) { in SetAction()334 case ACTOR_STATE_COMMAND: in ChangeState()551 case ACTOR_STATE_COMMAND: in ChangeState()
96 …ACTOR_STATE_COMMAND = 1, //!< Actor is finished with the idle state but has not yet selecte… enumerator
873 case ACTOR_STATE_COMMAND: in _DrawStaminaBar()
109 case ACTOR_STATE_COMMAND: in ChangeState()118 ChangeState(ACTOR_STATE_COMMAND); in ChangeState()346 else if(_is_stunned && (_state == ACTOR_STATE_COMMAND || _state == ACTOR_STATE_IDLE || in DrawSprite()404 if((_state == ACTOR_STATE_IDLE) || (_state == ACTOR_STATE_COMMAND)) in ChangeActionText()
70 return (_state == ACTOR_STATE_IDLE) || (_state == ACTOR_STATE_COMMAND); in CanSelectCommand()
156 case ACTOR_STATE_COMMAND: in ChangeState()577 ChangeState(ACTOR_STATE_COMMAND); in Update()618 case ACTOR_STATE_COMMAND: in _UpdateStaminaIconPosition()677 if((_state != ACTOR_STATE_IDLE) && (_state != ACTOR_STATE_COMMAND)) { in SetAction()
34 …ACTOR_STATE_COMMAND = 1, //!< Actor is finished with the idle state and needs to select an … enumerator
58 case ACTOR_STATE_COMMAND: in ChangeState()
438 if(_character_actors[i]->GetState() == ACTOR_STATE_COMMAND) { in Update()600 if(_character_actors[i]->GetState() == ACTOR_STATE_COMMAND) in ChangeState()705 if(character->GetState() == ACTOR_STATE_COMMAND) { in NotifyCharacterCommandComplete()1161 } else if(_character_actors[i]->GetState() == ACTOR_STATE_COMMAND) { in _DrawBottomMenu()
190 …attleMode.ACTOR_STATE_IDLE and bronann:GetState() ~= vt_battle.BattleMode.ACTOR_STATE_COMMAND) then
489 if(GetCommandCharacter()->GetState() != ACTOR_STATE_COMMAND) { in _UpdateCategory()
788 luabind::value("ACTOR_STATE_COMMAND", ACTOR_STATE_COMMAND), in BindModeCode()