| ApplyDeathMode() | GameLoop | [private] |
| ApplyDiseaseDamage() | GameLoop | [private] |
| CallDraw() | GameLoop | [private] |
| character_already_chosen | GameLoop | |
| chatsession | GameLoop | |
| Draw() | GameLoop | |
| duration | GameLoop | [private] |
| END_TURN | GameLoop | [static] |
| fps | GameLoop | |
| GameLoop() | GameLoop | |
| GetInstance() | GameLoop | [static] |
| GetMovingObject() | GameLoop | [private] |
| HAS_PLAYED | GameLoop | [static] |
| Init() | GameLoop | |
| InitData() | GameLoop | [private] |
| InitData_Local() | GameLoop | [private] |
| InitGameData_NetClient() | GameLoop | [private] |
| InitGameData_NetServer() | GameLoop | [private] |
| interaction_enabled | GameLoop | |
| IsAnythingMoving() | GameLoop | [private] |
| pause_seconde | GameLoop | [private] |
| PingClient() | GameLoop | |
| PLAYING | GameLoop | [static] |
| ReadState() const | GameLoop | [inline] |
| RefreshClock() | GameLoop | |
| RefreshInput() | GameLoop | |
| RefreshObject() | GameLoop | |
| Run() | GameLoop | |
| SetState(int new_state, bool begin_game=false) | GameLoop | |
| SignalCharacterDamage(Character *character) | GameLoop | |
| SignalCharacterDeath(Character *character) | GameLoop | |
| singleton | GameLoop | [static] |
| state | GameLoop | [private] |
1.4.7