Searched refs:BATTLE_STATE_VICTORY (Results 1 – 9 of 9) sorted by relevance
168 if (_state == BATTLE_STATE_VICTORY) in _ResetMusicState()353 ChangeState(BATTLE_STATE_VICTORY); in Update()413 else if((_state == BATTLE_STATE_VICTORY) || (_state == BATTLE_STATE_DEFEAT)) { in Update()613 case BATTLE_STATE_VICTORY: { in ChangeState()1118 if(_state != BATTLE_STATE_VICTORY && _state != BATTLE_STATE_DEFEAT) in _DrawGUI()1133 if((_state == BATTLE_STATE_VICTORY || _state == BATTLE_STATE_DEFEAT)) { in _DrawGUI()1147 if(_state != BATTLE_STATE_DEFEAT && _state != BATTLE_STATE_VICTORY) { in _DrawBottomMenu()
66 BATTLE_STATE_VICTORY = 3, //!< Battle has ended with the characters victorious enumerator181 …return ((_state == private_battle::BATTLE_STATE_VICTORY) || (_state == private_battle::BATTLE_STAT… in IsBattleFinished()
225 …if ((_state == BATTLE_STATE_VICTORY || _state == BATTLE_STATE_DEFEAT)) {// && _after_scripts_finis… in Draw()226 if (_state == BATTLE_STATE_VICTORY) { in Draw()348 case BATTLE_STATE_VICTORY: in ChangeState()508 ChangeState(BATTLE_STATE_VICTORY); in NotifyActorDeath()774 …if ((_state == BATTLE_STATE_VICTORY || _state == BATTLE_STATE_DEFEAT)) {// && _after_scripts_finis… in _DrawGUI()
131 …{ return ((_state == private_battle::BATTLE_STATE_VICTORY) || (_state == private_battle::BATTLE_ST… in IsBattleFinished()
86 BATTLE_STATE_VICTORY = 4, //!< Battle has ended with the characters victorious enumerator
78 if (Battle:GetState() == vt_battle.BattleMode.BATTLE_STATE_VICTORY
230 case BATTLE_STATE_VICTORY: in Update()
557 case BATTLE_STATE_VICTORY: in Update()
782 luabind::value("BATTLE_STATE_VICTORY", BATTLE_STATE_VICTORY), in BindModeCode()