Searched refs:IsFacingLocked (Results 1 – 5 of 5) sorted by relevance
100 REQUIRE(!ch.IsFacingLocked()); in testInit()292 REQUIRE(ch.IsFacingLocked()); in testBasicSet()610 REQUIRE(ch.IsFacingLocked());612 REQUIRE(ch.IsFacingLocked());614 REQUIRE(ch.IsFacingLocked());616 REQUIRE(!ch.IsFacingLocked());618 REQUIRE(ch.IsFacingLocked());620 REQUIRE(!ch.IsFacingLocked());
890 REQUIRE_EQ(ch.IsFacingLocked(), Game_Character::IsDirectionFixedAnimationType(at)); in testLockFacing()894 REQUIRE(ch.IsFacingLocked()); in testLockFacing()899 REQUIRE(ch.IsFacingLocked()); in testLockFacing()903 REQUIRE_EQ(ch.IsFacingLocked(), Game_Character::IsDirectionFixedAnimationType(at)); in testLockFacing()
195 if (IsFacingLocked()) { in RefreshPage()345 if (face_player && !(IsFacingLocked() || IsSpinning())) { in ScheduleForegroundExecution()497 if (!IsFacingLocked()) { in MoveTypeRandom()528 if (!IsFacingLocked()) { in MoveTypeCycle()579 if (!IsFacingLocked()) { in MoveTypeTowardsOrAwayPlayer()
128 bool IsFacingLocked() const;972 inline bool Game_Character::IsFacingLocked() const { in IsFacingLocked() function
675 if (!IsFacingLocked()) { in Jump()890 if (IsFacingLocked() || IsSpinning()) { in UpdateFacing()