Searched refs:BATTLE_STATE_INITIAL (Results 1 – 10 of 10) sorted by relevance
71 case BATTLE_STATE_INITIAL: in Update()87 case BATTLE_STATE_INITIAL: in Draw()101 case BATTLE_STATE_INITIAL: in DrawPostEffects()
269 ChangeState(BATTLE_STATE_INITIAL); in RestartBattle()343 if(_state == BATTLE_STATE_INITIAL || _state == BATTLE_STATE_EXITING) { in Update()478 if(_state == BATTLE_STATE_INITIAL || _state == BATTLE_STATE_EXITING) { in Draw()494 if(_state == BATTLE_STATE_INITIAL || _state == BATTLE_STATE_EXITING) { in DrawPostEffects()567 case BATTLE_STATE_INITIAL: in ChangeState()855 ChangeState(BATTLE_STATE_INITIAL); in _Initialize()
63 …BATTLE_STATE_INITIAL = 0, //!< Character sprites are running in from off-screen to their battle… enumerator
60 and (Battle:GetState() ~= vt_battle.BattleMode.BATTLE_STATE_INITIAL)) then
73 …mer:IsInitial() == true) and (Battle:GetState() ~= vt_battle.BattleMode.BATTLE_STATE_INITIAL)) then
82 …BATTLE_STATE_INITIAL = 0, //!< Character sprites are running in from off-screen to their battle… enumerator
330 case BATTLE_STATE_INITIAL: in ChangeState()604 ChangeState(BATTLE_STATE_INITIAL); in _Initialize()
130 …mer:IsInitial() == true) and (Battle:GetState() ~= vt_battle.BattleMode.BATTLE_STATE_INITIAL)) then
163 …mer:IsInitial() == true) and (Battle:GetState() ~= vt_battle.BattleMode.BATTLE_STATE_INITIAL)) then
779 luabind::value("BATTLE_STATE_INITIAL", BATTLE_STATE_INITIAL), in BindModeCode()