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    Searched refs:spawned (Results 1 - 8 of 8) sorted by null

  /external/quake/quake/src/WinQuake/
server.h 81 qboolean spawned; // false = don't send datagrams member in struct:client_s
84 qboolean sendsignon; // only valid before spawned
host_cmd.cpp 1066 if (!client || !client->active || !client->spawned)
1131 if (!client->active || !client->spawned)
1269 if (host_client->spawned)
1271 Con_Printf ("prespawn not valid -- allready spawned\n");
1298 if (host_client->spawned)
1300 Con_Printf ("Spawn not valid -- allready spawned\n");
1418 host_client->spawned = true;
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host.cpp 308 if (svs.clients[i].active && svs.clients[i].spawned)
358 if (host_client->edict && host_client->spawned)
sv_main.cpp 232 client->spawned = false; // need prespawn, spawn, etc
270 client->spawned = false;
832 if (host_client->spawned)
1198 Con_DPrintf ("Server spawned.\n");
sv_user.cpp 617 if (!host_client->spawned)
pr_cmds.cpp 115 This is the only valid way to move an object without using the physics of the world (setting velocity and waiting). Directly changing origin will not set internal links correctly, so clipping would be messed up. This should be called when an object is spawned, and then only if it is teleported.
1239 if (client->active || client->spawned)
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  /external/gtest/src/
gtest-death-test.cc 344 bool spawned() const { return spawned_; } function in class:testing::internal::DeathTestImpl
345 void set_spawned(bool spawned) { spawned_ = spawned; }
358 // True if the death test child process has been successfully spawned.
437 if (!spawned())
735 if (!spawned())
806 if (!spawned())
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  /external/protobuf/gtest/src/
gtest-death-test.cc 328 bool spawned() const { return spawned_; } function in class:testing::internal::DeathTestImpl
329 void set_spawned(bool spawned) { spawned_ = spawned; }
352 // True if the death test child process has been successfully spawned.
448 if (!spawned())
552 if (!spawned())
716 if (!spawned())
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