Searched refs:isWorldPaused (Results 1 – 9 of 9) sorted by relevance
492 if (!(pauseFreeze && dsq->game->isPaused()) && !(spiritFreeze && dsq->game->isWorldPaused())) in update()531 if (pathType == PATH_CURRENT && !dsq->game->isWorldPaused()) in update()567 if (active && pathType == PATH_STEAM && !dsq->game->isWorldPaused()) in update()
105 if (dsq->game->isWorldPaused()) return; in onUpdate()
725 if (dsq->game->isWorldPaused()) return; in onUpdate()
1164 if (spiritFreeze && dsq->game->isWorldPaused()) in update()1404 if (!dsq->game->isWorldPaused()) in updateCurrents()
1006 bool isWorldPaused() const { return worldPaused; } in isWorldPaused() function
5198 if (!inputEnabled || dsq->game->isWorldPaused() || riding) in updateRoll()6102 if (getState() != STATE_TRANSFORM && !dsq->game->isWorldPaused()) in onUpdate()6336 if (!state.lockedToWall && _isUnderWater && !dsq->game->isWorldPaused() && canMove) in onUpdate()
3001 luaFunc(isWorldPaused) in luaFunc() argument3003 luaReturnBool(dsq->game->isWorldPaused()); in luaFunc()9431 luaRegister(isWorldPaused),
4484 …os << "worldType: " << continuity.getWorldType() << " worldPaused: " << game->isWorldPaused() << s… in onUpdate()
5840 else if (this->isWorldPaused()) in updateParticlePause()