Searched refs:char_speaking (Results 1 – 4 of 4) sorted by relevance
34 extern int char_speaking;274 else if ((char_speaking == aa) && (game.options[OPT_LIPSYNCTEXT] != 0)) { in update_character_animating()322 if ((aa == char_speaking) && in update_character_animating()
110 int loops_per_character, text_lips_offset, char_speaking = -1; variable1621 extern int char_speaking;1632 else if (char_speaking >= 0) in Character_GetSpeakingFrame()1634 if (char_speaking == chaa->index_id) in Character_GetSpeakingFrame()2771 char_speaking = aschar; in _displayspeech()2817 char_speaking = -1; in _displayspeech()2825 else if (char_speaking >= 0) in get_character_currently_talking()2826 return char_speaking; in get_character_currently_talking()
272 else if ((_G(char_speaking) == aa) && (_GP(game).options[OPT_LIPSYNCTEXT] != 0)) { in update_character_animating()316 if ((aa == _G(char_speaking)) && in update_character_animating()
1550 } else if (_G(char_speaking) >= 0) { in Character_GetSpeakingFrame()1551 if (_G(char_speaking) == chaa->index_id) { in Character_GetSpeakingFrame()2653 _G(char_speaking) = aschar; in _displayspeech()2701 _G(char_speaking) = -1; in _displayspeech()2710 else if (_G(char_speaking) >= 0) in get_character_currently_talking()2711 return _G(char_speaking); in get_character_currently_talking()