Searched refs:fIsConnected (Results 1 – 14 of 14) sorted by relevance
31 fIsConnected(false), in BAbstractSocket()42 fIsConnected(other.fIsConnected), in BAbstractSocket()81 return fIsConnected; in IsConnected()109 fIsConnected = false; in Disconnect()241 fIsConnected = true; in Connect()
120 fIsConnected = true; in _SetTo()
139 if (!fIsConnected) in Write()
32 fIsConnected(false) in Protocol()68 fIsConnected = true; in Connect()134 return fIsConnected; in IsConnected()384 fIsConnected = false; in _Disconnect()
114 bool fIsConnected; variable
43 fIsConnected(false), in RemoteHWInterface()274 fIsConnected = true; in _EventThread()350 if (fIsConnected) { in _Disconnect()354 fIsConnected = false; in _Disconnect()
113 bool fIsConnected; variable
84 bool fIsConnected; variable
61 fIsConnected(false), in GameSoundBuffer()85 if (fIsConnected) { in ~GameSoundBuffer()423 fIsConnected = true; in Connect()
73 bool fIsConnected;
88 fIsConnected(false), in BGameSoundDevice()
69 bool fIsConnected; variable
65 bool fIsConnected; variable
61 fIsConnected(false), in RemoteView()217 if (!fIsConnected) in MouseMoved()227 if (!fIsConnected) in MouseDown()237 if (!fIsConnected) in MouseUp()247 if (!fIsConnected) in KeyDown()257 if (!fIsConnected) in KeyUp()267 if (!fIsConnected) { in MessageReceived()476 fIsConnected = true; in _DrawThread()