Searched refs:LEVEL2_FROZEN (Results 1 – 6 of 6) sorted by relevance
116 if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN)) in P_Ticker()131 if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN)) in P_Ticker()
185 LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer enumerator
808 if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) in UseInventory()3219 ((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0); in P_IsPlayerTotallyFrozen()
3225 if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) in Tick()3273 if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) in Tick()
37 if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) in IMPLEMENT_CLASS()
1499 level.flags2 |= LEVEL2_FROZEN; in IMPLEMENT_CLASS()1533 level.flags2 |= LEVEL2_FROZEN; in DoEffect()1535 level.flags2 &= ~LEVEL2_FROZEN; in DoEffect()1573 level.flags2 &= ~LEVEL2_FROZEN; in EndEffect()