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Searched refs:LEVEL2_FROZEN (Results 1 – 6 of 6) sorted by relevance

/dports/games/zdoom/zdoom-2.8.1/src/
H A Dp_tick.cpp116 if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN)) in P_Ticker()
131 if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN)) in P_Ticker()
H A Dg_level.h185 LEVEL2_FROZEN = 0x00000020, // Game is frozen by a TimeFreezer enumerator
H A Dp_user.cpp808 if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) in UseInventory()
3219 ((level.flags2 & LEVEL2_FROZEN) && player->timefreezer == 0); in P_IsPlayerTotallyFrozen()
H A Dp_mobj.cpp3225 if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) in Tick()
3273 if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0)) in Tick()
/dports/games/zdoom/zdoom-2.8.1/src/g_shared/
H A Da_fastprojectile.cpp37 if (bglobal.freeze || level.flags2 & LEVEL2_FROZEN) in IMPLEMENT_CLASS()
H A Da_artifacts.cpp1499 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()