Searched refs:travel_delay (Results 1 – 8 of 8) sorted by relevance
548 && (you.running > 0 || you.running < 0 && Options.travel_delay == -1)) in update_turn_count()629 && (you.running > 0 || you.running < 0 && Options.travel_delay == -1)) in _print_stats_noise()960 && (you.running > 0 || you.running < 0 && Options.travel_delay == -1)) in _print_stats_wp()1022 && (you.running > 0 || you.running < 0 && Options.travel_delay == -1)) in _print_stats_qv()1073 || !(you.running > 0 || you.running < 0 && Options.travel_delay == -1)) in _get_status_lights()
342 else if (Options.travel_delay > 0) in _get_running_command()343 delay(Options.travel_delay); in _get_running_command()
332 int travel_delay; // How long to pause between travel moves member
1160 else if (Options.travel_delay > 0) in travel()1161 delay(Options.travel_delay); in travel()4467 (runmode > 0 || runmode < 0 && Options.travel_delay == -1); in stop()
1339 const bool run_dont_draw = you.running && Options.travel_delay < 0 in _viewwindow_should_render()
280 new IntGameOption(SIMPLE_NAME(travel_delay), USING_DGL ? -1 : 20, in build_options_list()
1270 - set travel_delay = -1 to avoid screen redraws during travel (this might be
108 travel_delay = -1