fDelay
bigtime_t fDelay;
fDelay(0),
fDelay = Descriptor->r1.delay;
TRACE(UAC, "fDelay:%d\n", fDelay);
uint8 fDelay;
fDelay = RAND_BETWEEN(STAY_TICKS_MIN, STAY_TICKS_MAX);
if (fTicks < fDelay)
fDelay = RAND_BETWEEN(HIDE_TICKS_MIN, HIDE_TICKS_MAX);
if (fTicks < fDelay) {
backColor.alpha = 255 - (fTicks * 255) / fDelay;
fDelay = RAND_BETWEEN(SHOW_TICKS_MIN, SHOW_TICKS_MAX);
if (fTicks < fDelay)
backColor.alpha = (fTicks * 255) / fDelay;
int32 fDelay;
float fDelay, float fDepth);
fDelay(0),
delay << fDelay / 1000000;
fDelay = (atoi(fDelayControl->Text()) * 1000000) + 50000;
delay << fDelay / 1000000;
settings.FindInt64("delay", &fDelay);
fDelay = (atoi(fDelayControl->Text()) * 1000000) + 50000;
settings.AddInt64("delay", fDelay);
bigtime_t fDelay;
fDelay = command->delay;
fDelay);
command.header.start_time += fDelay;
fDelay(5LL),
fDelay = atoi(argv[++index]);
snooze(fDelay * 1000000);
bigtime_t fDelay;
bool fDelay;
fDelay = true;
if (fDelay) {
fDelay = false;