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] |