_PlayingDirectionFor
int32 playingDirection = _PlayingDirectionFor(state);
return _PlayingDirectionFor(state->play_mode);
switch (_PlayingDirectionFor(state)) {
switch (_PlayingDirectionFor(state)) {
if (newFrame > frame && _PlayingDirectionFor(state) == -1)
if (!continuePlaying && !(_PlayingDirectionFor(newState) == 0))
if (!continuePlaying && !(_PlayingDirectionFor(newState) == 0))
if (!continuePlaying && !(_PlayingDirectionFor(newState) == 0))
if (_PlayingDirectionFor(_StateAtFrame(info->activation_frame)) != 0)
playingDirection = _PlayingDirectionFor(state);
playingDirection = _PlayingDirectionFor(_StateAtFrame(startFrame));
static int32 _PlayingDirectionFor(int32 playingMode);
static int32 _PlayingDirectionFor(PlayingState* state);