Searched refs:GAME_PAUSED (Results 1 – 19 of 19) sorted by last modified time
279 case GAME_PAUSED: in RenderGameMode()
244 thePit.Render(gameMode!=GAME_PAUSED,FALSE); in Render()248 if( gameMode==GAME_OVER || gameMode==GAME_PAUSED ) { in Render()288 if( gameMode!=GAME_PAUSED && gameMode!=GAME_OVER ) { in Render()300 if( gameMode!=GAME_PAUSED && gameMode!=GAME_OVER && startSpark!=0.0f ) { in Render()518 case GAME_PAUSED: in Process()898 if( gameMode==GAME_PAUSED || gameMode==GAME_OVER ) return; in StartDrop()933 if( gameMode==GAME_PAUSED || gameMode==GAME_OVER ) return TRUE; in StartTranslate()1057 if( gameMode==GAME_PAUSED || gameMode==GAME_OVER ) return TRUE; in StartRotate()1346 gameMode = GAME_PAUSED; in HandleKey()1349 } else if ( gameMode==GAME_PAUSED ) { in HandleKey()
77 #define GAME_PAUSED 2 macro
207 mStrings[GAME_PAUSED] = "game paused"; in setDefault()
85 GAME_PAUSED, enumerator
561 imgui.doText(GEN_ID, Vector2(275, 35), TextManager::GAME_PAUSED); in step_impl()
833 game->state = GAME_PAUSED; in pausegame()
74 #define GAME_PAUSED 2 macro97 #define game_paused (game->state & GAME_PAUSED)
130 GAME_PAUSED, enumerator
140 if((state == GAME_PLAY || state == GAME_PAUSED) && (keystate[SDLK_PAUSE] || keystate[SDLK_p])) { in input_subsystem()
72 case GAME_PAUSED: in handle_state_timeout()83 state = GAME_PAUSED; in pausegame()85 case GAME_PAUSED: in pausegame()
682 if(state == GAME_PLAY || state == GAME_PAUSED || state == DEMO) { in draw()685 if(state == GAME_PAUSED) { in draw()722 case GAME_PAUSED: in draw()1056 case GAME_PAUSED: in gameloop()
273 if(state != GAME_PAUSED) { in ingame_maybe_rock()
373 GAME_PAUSED = GAME PAUSED
374 GAME_PAUSED = PAUSE
388 GAME_PAUSED = GAME PAUSED
391 GAME_PAUSED = GAME PAUSED
41 #define GAME_PAUSED 3 macro143 case GAME_PAUSED: in readInput()188 status = GAME_PAUSED; in readInput()280 case GAME_PAUSED: // game is paused in handleTimer()
109 'status'-attribute to e.g. GAME_LOOP, GAME_PAUSED, GAME_EXIT.