eNetGameObject Member List

This is the complete list of members for eNetGameObject, including all inherited members.

AcceptClientSync() const nNetObject [virtual]
Act(uActionPlayer *Act, REAL x)eGameObject [virtual]
ActionOnDelete()eNetGameObject [inline, virtual]
ActionOnQuit()eNetGameObject [inline, virtual]
AddRef()eNetGameObject [virtual]
AddToList()eGameObject
Alive() const eGameObject [inline, virtual]
autodeleteeGameObject [protected]
BroadcastExistence()nNetObject [inline, virtual]
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]
ClearAll()nNetObject [static]
ClearAllDeleted()nNetObject [static]
ClearKnows(int user, bool clear)nNetObject [static]
ClearToTransmit(int user) const eNetGameObject [virtual]
clientside_action()eNetGameObject [inline]
CreatorDescriptor() const =0nNetObject [pure virtual]
currentFaceeGameObject [protected]
CurrentFace() const eGameObject [inline]
DeathTime() const eGameObject [inline, virtual]
deathTimeeGameObject [protected]
DeleteAll(eGrid *grid)eGameObject [static]
direGameObject [protected]
Direction() const eGameObject [inline, virtual]
DoBroadcastExistence()nNetObject [protected]
DoDebugPrint()nNetObject [static]
DoGetMachine() const eNetGameObject [protected, virtual]
DoRemoveFromGame()eNetGameObject [virtual]
Dump(tConsole &con)nNetObject [virtual]
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
eNetGameObject(eGrid *grid, const eCoord &pos, const eCoord &dir, ePlayerNetID *p, bool autodelete=false)eNetGameObject
eNetGameObject(nMessage &m)eNetGameObject
ePlayerNetID classeNetGameObject [friend]
FindCurrentFace()eGameObject
GetID()nNetObject
GetMachine() const nNetObject [inline]
GetMaxLazyLag()eGameObject [static]
GetObserver() const nNetObject
GetRefcount() const nNetObject
GOID() const eGameObject [inline]
Grid() const eGameObject [inline]
HasBeenTransmitted(int user) const nNetObject
ID() const nNetObject [inline]
inactiveIDeGameObject [protected]
InitAfterCreation()eNetGameObject [virtual]
InteractWith(eGameObject *target, REAL time, int recursion=1)eGameObject [virtual]
interestingIDeGameObject [protected]
Kill()eGameObject [virtual]
knowsAboutnNetObject [protected]
Lag() const eNetGameObject [virtual]
laggometereNetGameObject [protected]
laggometerSmootheNetGameObject [protected]
LagThreshold() const eNetGameObject [virtual]
lastAttemptedSyncTimeeNetGameObject [protected]
lastClientsideActioneNetGameObject [protected]
LastDirection() const eGameObject [inline, virtual]
LastTime() const eGameObject [inline]
lastTimeeGameObject [protected]
MaxSimulateAhead()eGameObject [protected, static]
Move(const eCoord &dest, REAL startTime, REAL endTime, bool useTempWalls=true)eGameObject
MyInitAfterCreation()eNetGameObject [private]
NewControlMessage()nNetObject [protected]
NextInterestingTime() const eGameObject [inline, virtual]
nNetObject(int owner=-1)nNetObject
nNetObject(nMessage &m)nNetObject
Object(int i)nNetObject [protected]
ObjectDangerous(int i)nNetObject [static]
OnRemoveFromGame()eGameObject [protected, virtual]
OnRoundBegin()eGameObject [virtual]
OnRoundEnd()eGameObject [virtual]
Owned()nNetObject [inline]
Owner() const nNetObject [inline]
PassEdge(const eWall *w, REAL time, REAL a, int recursion=1)eGameObject [virtual]
PathfindingModifier(const eWall *w) const eGameObject [inline, virtual]
pingOverfloweNetGameObject [protected]
Player() const eNetGameObject [inline]
poseGameObject [protected]
Position() const eGameObject [inline, virtual]
PPDisplayAll()eGameObject [static]
PredictPosition() const eGameObject [inline, virtual]
PrintName(tString &s) const nNetObject [virtual]
ReadAll(nMessage &m, bool create)nNetObject
ReadCreate(nMessage &m, int run)nNetObject [virtual]
ReadSync(nMessage &m)eNetGameObject [virtual]
nNetObject::ReadSync(nMessage &m, int run)nNetObject [virtual]
ReceiveControl(REAL time, uActionPlayer *Act, REAL x)eNetGameObject [virtual]
ReceiveControlNet(nMessage &m)eNetGameObject [protected, virtual]
Register(const nNetObjectRegistrar &r)nNetObject
RelabelOnConnect()nNetObject [static]
Release()eNetGameObject [virtual]
ReleaseOwnership()nNetObject [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]
RequestSync(bool ack=true)nNetObject
RequestSync(int user, bool ack)nNetObject
s_Timestep(eGrid *grid, REAL currentTime, REAL minTimestep)eGameObject [static]
se_turnLefteGameObject [static]
se_turnRighteGameObject [static]
SendControl(REAL time, uActionPlayer *Act, REAL x)eNetGameObject [virtual]
SetMaxLazyLag(REAL lag)eGameObject [static]
SetPlayer(ePlayerNetID *player)eNetGameObject [protected]
Speed() const eGameObject [inline, virtual]
SyncAll()nNetObject [static]
SyncedUser()nNetObject [protected, static]
SyncIsNew(nMessage &m)eNetGameObject [virtual]
syncRequested(int user) const nNetObject [inline]
TakeOwnership()nNetObject [virtual]
tCHECKED_PTR(ePlayerNetID) playereNetGameObject [protected]
eGameObject::tCHECKED_PTR(eGrid) grideGameObject [protected]
Team() const eGameObject [inline]
teameGameObject [protected]
Timestep(REAL currentTime)eNetGameObject [virtual]
TimestepThis(REAL currentTime, eGameObject *t)eGameObject [protected, static]
WriteAll(nMessage &m, bool create)nNetObject
WriteCreate(nMessage &m)eNetGameObject [virtual]
nNetObject::WriteCreate(nMessage &m, int run)nNetObject [virtual]
WriteSync(nMessage &m)eNetGameObject [virtual]
nNetObject::WriteSync(nMessage &m, int run)nNetObject [virtual]
zeGameObject [protected]
~eGameObject()eGameObject [virtual]
~eNetGameObject()eNetGameObject [protected, virtual]
~nNetObject()nNetObject [protected, virtual]


Generated on Sat Mar 15 23:26:50 2008 for Armagetron Advanced by  doxygen 1.5.4