Searched refs:ACTOR_STATE_DEAD (Results 1 – 9 of 9) sorted by relevance
129 case ACTOR_STATE_DEAD: in ChangeState()145 if (_state == ACTOR_STATE_DEAD) { in RegisterDamage()155 ChangeState(ACTOR_STATE_DEAD); in RegisterDamage()166 if (_state == ACTOR_STATE_DEAD) { in RegisterHealing()340 case ACTOR_STATE_DEAD: in ChangeState()559 case ACTOR_STATE_DEAD: in ChangeState()587 if (_state == ACTOR_STATE_DEAD) { in DrawSprite()
81 { return (_state != ACTOR_STATE_DEAD); } in IsAlive()
101 ACTOR_STATE_DEAD = 6, //!< Actor has perished and is inactive in battle enumerator
143 ChangeState(ACTOR_STATE_DEAD); in ResetActor()251 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterDamage()355 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterSPDamage()376 if(_state == ACTOR_STATE_DYING || _state == ACTOR_STATE_DEAD) { in RegisterHealing()401 if(_state != ACTOR_STATE_DYING && _state != ACTOR_STATE_DEAD) { in RegisterRevive()495 ChangeState(ACTOR_STATE_DEAD); in _UpdateState()500 ChangeState(ACTOR_STATE_DEAD); in _UpdateState()505 ChangeState(ACTOR_STATE_DEAD); in _UpdateState()591 ChangeState(ACTOR_STATE_DEAD); in Update()
42 ACTOR_STATE_DEAD = 9, //!< Actor has perished and is inactive in battle enumerator76 return (_state != ACTOR_STATE_DEAD); in IsAlive()
212 if(_state == ACTOR_STATE_DEAD) in DrawSprite()
186 case ACTOR_STATE_DEAD: in ChangeState()
790 new_actor->ChangeState(ACTOR_STATE_DEAD); in _Initialize()
794 luabind::value("ACTOR_STATE_DEAD", ACTOR_STATE_DEAD), in BindModeCode()