Searched refs:IsDirectionFixedAnimationType (Results 1 – 3 of 3) sorted by relevance
72 static_assert(!Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_non_cont…73 static_assert(!Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_continuo…74 static_assert(Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_fixed_non…75 static_assert(Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_fixed_con…76 static_assert(Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_fixed_gra…77 static_assert(!Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_spin), "…78 static_assert(!Game_Character::IsDirectionFixedAnimationType(lcf::rpg::EventPage::AnimType_step_fra…609 if (Game_Character::IsDirectionFixedAnimationType(at)) {
890 REQUIRE_EQ(ch.IsFacingLocked(), Game_Character::IsDirectionFixedAnimationType(at)); in testLockFacing()903 REQUIRE_EQ(ch.IsFacingLocked(), Game_Character::IsDirectionFixedAnimationType(at)); in testLockFacing()
801 static constexpr bool IsDirectionFixedAnimationType(AnimType);913 constexpr bool Game_Character::IsDirectionFixedAnimationType(AnimType at) { in IsDirectionFixedAnimationType() function977 data()->lock_facing = locked || IsDirectionFixedAnimationType(GetAnimationType()); in SetFacingLocked()1111 SetFacingLocked(IsDirectionFixedAnimationType(anim_type)); in SetAnimationType()