Searched refs:_IsActive (Results 1 – 20 of 20) sorted by relevance
32 if (!_IsActive()) in _ActiveWindowUpdate()36 bool QuestState::_IsActive() in _IsActive() function in vt_menu::private_menu::QuestState57 if(_IsActive()) in _DrawBottomMenu()
49 if(!_IsActive()) in _DrawBottomMenu()66 bool WorldMapState::_IsActive() in _IsActive() function in vt_menu::private_menu::WorldMapState74 if(!_IsActive()) { in _ActiveWindowUpdate()
36 if(!_IsActive()) in _ActiveWindowUpdate()40 bool EquipState::_IsActive() in _IsActive() function in vt_menu::private_menu::EquipState
62 bool InventoryState::_IsActive() in _IsActive() function in vt_menu::private_menu::InventoryState82 if (!_IsActive()) in _OnDrawMainWindow()
34 bool PartyState::_IsActive() in _IsActive() function in vt_menu::private_menu::PartyState103 if(!_IsActive()) in _DrawBottomMenu()
55 bool _IsActive();
51 bool _IsActive();
52 bool _IsActive();
62 bool _IsActive();
96 virtual bool _IsActive() in _IsActive() function
31 bool SkillsState::_IsActive() in _IsActive() function in vt_menu::private_menu::SkillsState
48 if(_IsActive()) in Update()
138 const bool active = UsdStage::_IsActive(this); in _ComposeAndCacheFlags()
1942 static bool _IsActive(Usd_PrimDataConstPtr primData);
6202 UsdStage::_IsActive(Usd_PrimDataConstPtr primData) in _IsActive() function in UsdStage
265 return _deliverer && _deliverer->_IsActive(); in IsValid()498 bool _IsActive() const { in _IsActive() function
305 if (deliverer->_IsActive() && deliverer-> in _Deliver()
724 0003:0000370c _IsActive 0041970c winloop.obj