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] |