| Act(uActionPlayer *Act, REAL x) | eGameObject | [virtual] |
| AddRef()=0 | eGameObject | [pure virtual] |
| AddToList() | eGameObject | |
| Alive() const | eGameObject | [inline, virtual] |
| autodelete | eGameObject | [protected] |
| CamDir() const | eGameObject | [inline, virtual] |
| CamPos() const | eGameObject | [inline, virtual] |
| CamRise() const | eGameObject | [inline, virtual] |
| CamTop() const | eGameObject | [inline, virtual] |
| CamZ() const | eGameObject | [inline, virtual] |
| currentFace | eGameObject | [protected] |
| CurrentFace() const | eGameObject | [inline] |
| deathTime | eGameObject | [protected] |
| DeathTime() const | eGameObject | [inline, virtual] |
| DeleteAll(eGrid *grid) | eGameObject | [static] |
| dir | eGameObject | [protected] |
| Direction() const | eGameObject | [inline, virtual] |
| DoRemoveFromGame() | eGameObject | [private, virtual] |
| eCamera class | eGameObject | [friend] |
| EdgeIsDangerous(const eWall *w, REAL time, REAL a) const | eGameObject | [inline, virtual] |
| eFace class | eGameObject | [friend] |
| eGameObject(eGrid *grid, const eCoord &p, const eCoord &d, eFace *currentface, bool autodelete=1) | eGameObject | |
| eGrid class | eGameObject | [friend] |
| ePlayerNetID class | eGameObject | [friend] |
| eSensor class | eGameObject | [friend] |
| FindCurrentFace() | eGameObject | |
| GetMaxLazyLag() | eGameObject | [static] |
| GOID() const | eGameObject | [inline] |
| Grid() const | eGameObject | [inline] |
| id | eGameObject | [private] |
| 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] |
| MaxSimulateAhead() | eGameObject | [protected, static] |
| Move(const eCoord &dest, REAL startTime, REAL endTime, bool useTempWalls=true) | eGameObject | |
| NextInterestingTime() const | eGameObject | [inline, virtual] |
| OnRemoveFromGame() | eGameObject | [protected, virtual] |
| OnRoundBegin() | eGameObject | [virtual] |
| OnRoundEnd() | eGameObject | [virtual] |
| PassEdge(const eWall *w, REAL time, REAL a, int recursion=1) | eGameObject | [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] |
| Release()=0 | eGameObject | [pure 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] |
| SetMaxLazyLag(REAL lag) | eGameObject | [static] |
| Speed() const | eGameObject | [inline, virtual] |
| tCHECKED_PTR(eGrid) grid | eGameObject | [protected] |
| Team() const | eGameObject | [inline] |
| team | eGameObject | [protected] |
| Timestep(REAL currentTime) | eGameObject | [virtual] |
| TimestepThis(REAL currentTime, eGameObject *t) | eGameObject | [protected, static] |
| TimestepThisWrapper(eGrid *grid, REAL currentTime, eGameObject *t, REAL minTimestep) | eGameObject | [private, static] |
| z | eGameObject | [protected] |
| ~eGameObject() | eGameObject | [virtual] |