Searched refs:ACTOR_STATE_ACTING (Results 1 – 9 of 9) sorted by relevance
337 case ACTOR_STATE_ACTING: in ChangeState()361 if (_state == ACTOR_STATE_ACTING) { in Update()555 case ACTOR_STATE_ACTING: in ChangeState()572 if (_state == ACTOR_STATE_ACTING) { in Update()597 if (_state == ACTOR_STATE_ACTING) { in DrawSprite()
202 acting_actor->ChangeState(ACTOR_STATE_ACTING); in Update()204 case ACTOR_STATE_ACTING: in Update()883 case ACTOR_STATE_ACTING: in _DrawStaminaBar()
99 ACTOR_STATE_ACTING = 4, //!< Actor is in the process of executing their selected action enumerator
79 case ACTOR_STATE_ACTING: in ChangeState()145 if(_state == ACTOR_STATE_ACTING) { in Update()
161 case ACTOR_STATE_ACTING: { in ChangeState()241 if(_action && _action->IsScripted() && _state == ACTOR_STATE_ACTING) { in Update()300 if(_state == ACTOR_STATE_ACTING && _state_timer.IsFinished()) { in Update()
39 ACTOR_STATE_ACTING = 6, //!< Actor is in the process of executing their selected action enumerator
519 case ACTOR_STATE_ACTING: in _UpdateState()630 case ACTOR_STATE_ACTING: in _UpdateStaminaIconPosition()
462 acting_actor->ChangeState(ACTOR_STATE_ACTING); in Update()465 case ACTOR_STATE_ACTING: in Update()
791 luabind::value("ACTOR_STATE_ACTING", ACTOR_STATE_ACTING), in BindModeCode()