eStackGameObject Member List

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

Act(uActionPlayer *Act, REAL x)eGameObject [virtual]
AddRef()eStackGameObject [virtual]
AddToList()eGameObject
Alive() const eGameObject [inline, virtual]
autodeleteeGameObject [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]
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]
DoRemoveFromGame()eStackGameObject [private, 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
eStackGameObject(eGrid *grid, const eCoord &p, const eCoord &d, eFace *currentface)eStackGameObject
FindCurrentFace()eGameObject
GetMaxLazyLag()eGameObject [static]
GOID() const eGameObject [inline]
Grid() const eGameObject [inline]
inactiveIDeGameObject [protected]
InteractWith(eGameObject *target, REAL time, int recursion=1)eGameObject [virtual]
interestingIDeGameObject [protected]
Kill()eGameObject [virtual]
Lag() const eGameObject [inline, virtual]
LagThreshold() const eGameObject [inline, virtual]
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
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]
poseGameObject [protected]
Position() const eGameObject [inline, virtual]
PPDisplayAll()eGameObject [static]
PredictPosition() const eGameObject [inline, virtual]
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_turnLefteGameObject [static]
se_turnRighteGameObject [static]
SetMaxLazyLag(REAL lag)eGameObject [static]
Speed() const eGameObject [inline, virtual]
tCHECKED_PTR(eGrid) grideGameObject [protected]
teameGameObject [protected]
Team() const eGameObject [inline]
Timestep(REAL currentTime)eGameObject [virtual]
TimestepThis(REAL currentTime, eGameObject *t)eGameObject [protected, static]
zeGameObject [protected]
~eGameObject()eGameObject [virtual]


Generated on Sat Mar 15 23:29:38 2008 for Armagetron Advanced by  doxygen 1.5.4