Act(uActionPlayer *Act, REAL x) | eGameObject | [virtual] |
AddRef() | eStackGameObject | [virtual] |
AddToList() | eGameObject | |
Alive() const | eGameObject | [inline, virtual] |
autodelete | eGameObject | [protected] |
before_hit | eSensor | |
CamDir() const | eGameObject | [inline, virtual] |
camera_ | eCameraSensor | [private] |
CamPos() const | eGameObject | [inline, virtual] |
camPos_ | eCameraSensor | [private] |
CamRise() const | eGameObject | [inline, virtual] |
CamTop() const | eGameObject | [inline, virtual] |
CamZ() const | eGameObject | [inline, virtual] |
currentFace | eGameObject | [protected] |
CurrentFace() const | eGameObject | [inline] |
DeathTime() const | eGameObject | [inline, virtual] |
deathTime | eGameObject | [protected] |
DeleteAll(eGrid *grid) | eGameObject | [static] |
detect(REAL range) | eSensor | |
dir | eGameObject | [protected] |
Direction() const | eGameObject | [inline, virtual] |
eCameraSensor(eGameObject *o, eCoord &camera, const eCoord &target) | eCameraSensor | [inline] |
EdgeIsDangerous(const eWall *w, REAL time, REAL a) const | eGameObject | [inline, virtual] |
eGameObject(eGrid *grid, const eCoord &p, const eCoord &d, eFace *currentface, bool autodelete=1) | eGameObject | |
eSensor(eGameObject *o, const eCoord &start, const eCoord &d) | eSensor | |
eStackGameObject(eGrid *grid, const eCoord &p, const eCoord &d, eFace *currentface) | eStackGameObject | |
FindCurrentFace() | eGameObject | |
GetCamera(void) const | eCameraSensor | [inline] |
GetCamera(eCamera *&camera) const | eCameraSensor | [inline] |
GetInverseSpeed(void) const | eSensor | [inline] |
GetInverseSpeed(REAL &inverseSpeed) const | eSensor | [inline] |
GetLowerWall(void) const | eCameraSensor | [inline] |
GetLowerWall(bool &lowerWall) const | eCameraSensor | [inline] |
GetMaxLazyLag() | eGameObject | [static] |
GetRatio(void) const | eCameraSensor | [inline] |
GetRatio(REAL &ratio) const | eCameraSensor | [inline] |
GetZLimit(void) const | eCameraSensor | [inline] |
GetZLimit(REAL &zLimit) const | eCameraSensor | [inline] |
GOID() const | eGameObject | [inline] |
Grid() const | eGameObject | [inline] |
hit | eSensor | |
inactiveID | eGameObject | [protected] |
InteractWith(eGameObject *target, REAL time, int recursion=1) | eGameObject | [virtual] |
interestingID | eGameObject | [protected] |
Kill() | eGameObject | [virtual] |
Lag() const | eGameObject | [inline, virtual] |
LagThreshold() const | eGameObject | [inline, virtual] |
LastDirection() const | eGameObject | [inline, virtual] |
LastTime() const | eGameObject | [inline] |
lastTime | eGameObject | [protected] |
LookAround(eWall const *w, int direction, Correction &correction, REAL heightLimit, int recursion, int hardRecursion) | eCameraSensor | [inline] |
lowerWall_ | eCameraSensor | [private] |
lr | eSensor | |
MaxSimulateAhead() | eGameObject | [protected, static] |
Move(const eCoord &dest, REAL startTime, REAL endTime, bool useTempWalls=true) | eGameObject | |
moved_ | eCameraSensor | |
NextInterestingTime() const | eGameObject | [inline, virtual] |
OnRemoveFromGame() | eGameObject | [protected, virtual] |
OnRoundBegin() | eGameObject | [virtual] |
OnRoundEnd() | eGameObject | [virtual] |
PassEdge(const eWall *w, REAL time, REAL alpha, int) | eCameraSensor | [inline, virtual] |
PathfindingModifier(const eWall *w) const | eGameObject | [inline, virtual] |
pos | eGameObject | [protected] |
Position() const | eGameObject | [inline, virtual] |
PPDisplayAll() | eGameObject | [static] |
PredictPosition() const | eGameObject | [inline, virtual] |
ratio_ | eCameraSensor | [private] |
Release() | eStackGameObject | [virtual] |
RemoveFromGame() | eGameObject | |
RemoveFromList() | eGameObject | |
RemoveFromListsAll() | eGameObject | |
Render(const eCamera *cam) | eGameObject | [virtual] |
Render2D(tCoord scale) const | eGameObject | [virtual] |
RenderAll(eGrid *grid, const eCamera *cam) | eGameObject | [static] |
RenderCockpitFixedAfter(bool primary=true) | eGameObject | [virtual] |
RenderCockpitFixedBefore(bool primary=true) | eGameObject | [virtual] |
RenderCockpitVirtual(bool primary=false) | eGameObject | [virtual] |
RendersAlpha() const | eGameObject | [virtual] |
s_Timestep(eGrid *grid, REAL currentTime, REAL minTimestep) | eGameObject | [static] |
se_turnLeft | eGameObject | [static] |
se_turnRight | eGameObject | [static] |
SetCamera(eCamera *camera) | eCameraSensor | [inline] |
SetCurrentFace(eFace *f) | eSensor | [inline] |
SetInverseSpeed(REAL inverseSpeed) | eSensor | [inline] |
SetLowerWall(bool const &lowerWall) | eCameraSensor | [inline] |
SetMaxLazyLag(REAL lag) | eGameObject | [static] |
SetRatio(REAL const &ratio) | eCameraSensor | [inline] |
SetZLimit(REAL const &zLimit) | eCameraSensor | [inline] |
Speed() const | eGameObject | [inline, virtual] |
target_ | eCameraSensor | [private] |
tCHECKED_PTR(eGameObject) owned | eSensor | [protected] |
eStackGameObject::tCHECKED_PTR(eGrid) grid | eGameObject | [protected] |
tCHECKED_PTR_CONST(eHalfEdge) ehit | eSensor | |
Team() const | eGameObject | [inline] |
team | eGameObject | [protected] |
Timestep(REAL currentTime) | eGameObject | [virtual] |
TimestepThis(REAL currentTime, eGameObject *t) | eGameObject | [protected, static] |
z | eGameObject | [protected] |
zLimit_ | eCameraSensor | [private] |
~eGameObject() | eGameObject | [virtual] |