| AddDamage(uint damage_points) | PhysicalObj |  | 
  | AddSpeed(double norme, double angle) | Physics |  | 
  | AddSpeedXY(Point2d vector) | Physics |  | 
  | begin_time | WeaponProjectile |  [protected] | 
  | cfg | WeaponProjectile |  [protected] | 
  | change_timeout_allowed() | WeaponProjectile |  | 
  | ChangePhysRopeSize(double dl) | Physics |  | 
  | CheckOverlapping() | PhysicalObj |  [protected, virtual] | 
  | CollidedObject(const Point2i &offset) const | PhysicalObj |  | 
  | CollidedObjectXY(const Point2i &position) const | PhysicalObj |  | 
  | ComputeNextXY(double delta_t) | Physics |  [protected] | 
  | DecrementTimeOut() | WeaponProjectile |  | 
  | dernier_obj_touche | WeaponProjectile |  | 
  | dernier_ver_touche | WeaponProjectile |  | 
  | DoExplosion() | WeaponProjectile |  [protected, virtual] | 
  | Draw() | WeaponProjectile |  [virtual] | 
  | Drown() | PhysicalObj |  | 
  | explode_colliding_character | WeaponProjectile |  [protected] | 
  | explode_with_collision | WeaponProjectile |  [protected] | 
  | explode_with_timeout | WeaponProjectile |  [protected] | 
  | Explosion() | WeaponProjectile |  [protected, virtual] | 
  | FootsInVacuum() const | PhysicalObj |  | 
  | FootsInVacuumXY(const Point2i &position) const | PhysicalObj |  | 
  | FootsOnFloor(int y) const | PhysicalObj |  | 
  | GetAirResistFactor() const | Physics |  [inline] | 
  | GetAngularSpeed() const | Physics |  | 
  | GetCenter() const | PhysicalObj |  | 
  | GetCenterX() const | PhysicalObj |  | 
  | GetCenterY() const | PhysicalObj |  | 
  | GetGravityFactor() const | Physics |  [inline] | 
  | GetHeight() const | PhysicalObj |  | 
  | GetMass() const | Physics |  [inline] | 
  | GetName() const | PhysicalObj |  [inline, virtual] | 
  | GetPhysX() const | Physics |  | 
  | GetPhysY() const | Physics |  | 
  | GetPos() const | Physics |  | 
  | GetPosition() const | PhysicalObj |  | 
  | GetRebounding() const | Physics |  [inline] | 
  | GetRect() const | PhysicalObj |  | 
  | GetRopeAngle() | Physics |  | 
  | GetRopeLength() | Physics |  | 
  | GetSize() const | PhysicalObj |  | 
  | GetSpeed(double &norm, double &angle) const | Physics |  | 
  | GetSpeed() const | Physics |  | 
  | GetSpeedAngle() const | Physics |  | 
  | GetSpeedXY(Point2d &vector) const | Physics |  | 
  | GetTestHeight() const | PhysicalObj |  | 
  | GetTestRect() const | PhysicalObj |  | 
  | GetTestWidth() const | PhysicalObj |  | 
  | GetTotalTimeout() const | WeaponProjectile |  | 
  | GetWidth() const | PhysicalObj |  | 
  | GetWindFactor() const | Physics |  [inline] | 
  | GetX() const | PhysicalObj |  | 
  | GetY() const | PhysicalObj |  | 
  | Ghost() | PhysicalObj |  | 
  | Gnu(ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | Gnu |  | 
  | GoesThroughWall() const | PhysicalObj |  [inline] | 
  | GoOutOfWater() | PhysicalObj |  | 
  | image | WeaponProjectile |  [protected] | 
  | IncrementTimeOut() | WeaponProjectile |  | 
  | Init() | PhysicalObj |  | 
  | IsDead() const | PhysicalObj |  | 
  | IsDrowned() const | PhysicalObj |  | 
  | IsFalling() const | Physics |  | 
  | IsGhost() const | PhysicalObj |  | 
  | IsImmobile() const | WeaponProjectile |  [virtual] | 
  | IsInVacuum(const Point2i &offset, bool check_objects=true) const | PhysicalObj |  | 
  | IsInVacuumXY(const Point2i &position, bool check_objects=true) const | PhysicalObj |  | 
  | IsInWater() const | PhysicalObj |  | 
  | IsMoving() const | Physics |  | 
  | IsOutsideWorld(const Point2i &offset) const | PhysicalObj |  | 
  | IsOutsideWorldXY(Point2i position) const | PhysicalObj |  | 
  | IsOverlapping(const PhysicalObj *obj) const | PhysicalObj |  [virtual] | 
  | launcher | WeaponProjectile |  | 
  | life_points | PhysicalObj |  [protected] | 
  | m_alive | PhysicalObj |  [protected] | 
  | m_allow_negative_y | PhysicalObj |  [protected] | 
  | m_balancing_damping | Physics |  [protected] | 
  | m_cfg | Physics |  [protected] | 
  | m_elasticity_damping | Physics |  [protected] | 
  | m_elasticity_off | Physics |  [protected] | 
  | m_extern_force | Physics |  [protected] | 
  | m_fix_point_dxy | Physics |  [protected] | 
  | m_fix_point_gnd | Physics |  [protected] | 
  | m_height | PhysicalObj |  [protected] | 
  | m_last_move | Physics |  [protected] | 
  | m_name | PhysicalObj |  [protected] | 
  | m_overlapping_object | PhysicalObj |  [protected] | 
  | m_phys_height | Physics |  [protected] | 
  | m_phys_width | Physics |  [protected] | 
  | m_rebound_sound | PhysicalObj |  [protected] | 
  | m_rope_angle | Physics |  [protected] | 
  | m_rope_elasticity | Physics |  [protected] | 
  | m_rope_length | Physics |  [protected] | 
  | m_sens | Gnu |  [private] | 
  | m_test_bottom | PhysicalObj |  [protected] | 
  | m_test_left | PhysicalObj |  [protected] | 
  | m_test_right | PhysicalObj |  [protected] | 
  | m_test_top | PhysicalObj |  [protected] | 
  | m_timeout_modifier | WeaponProjectile |  | 
  | m_width | PhysicalObj |  [protected] | 
  | ObjTouche(const PhysicalObj &b) const | PhysicalObj |  | 
  | ObjTouche(const Point2i &p) const | PhysicalObj |  | 
  | PhysicalObj(const std::string &name, const std::string &xml_config="") | PhysicalObj |  | 
  | Physics() | Physics |  | 
  | PutOutOfGround() | PhysicalObj |  | 
  | PutOutOfGround(double direction) | PhysicalObj |  | 
  | PutRandomly(bool on_top_of_world, double min_dst_with_characters) | PhysicalObj |  | 
  | RandomizeShoot(double &angle, double &strength) | WeaponProjectile |  [protected, virtual] | 
  | Rebound(Point2d contactPos, double contact_angle) | Physics |  [protected] | 
  | Refresh() | Gnu |  [virtual] | 
  | ResetConstants() | Physics |  | 
  | ResetTimeOut() | WeaponProjectile |  | 
  | RunPhysicalEngine() | Physics |  | 
  | save_x | Gnu |  [private] | 
  | save_y | Gnu |  [private] | 
  | SetAirResistFactor(double factor) | Physics |  | 
  | SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects) | PhysicalObj |  | 
  | SetExternForce(double length, double angle) | Physics |  | 
  | SetExternForceXY(Point2d vector) | Physics |  | 
  | SetGravityFactor(double factor) | Physics |  | 
  | SetMass(double mass) | Physics |  | 
  | SetOverlappingObject(PhysicalObj *obj) | PhysicalObj |  | 
  | SetPhysFixationPointXY(double g_x, double g_y, double dx, double dy) | Physics |  | 
  | SetPhysSize(double width, double height) | Physics |  | 
  | SetPhysXY(double x, double y) | Physics |  | 
  | SetPhysXY(const Point2d &position) | Physics |  | 
  | SetRebounding(bool rebounding) | Physics |  [inline] | 
  | SetSize(const Point2i &newSize) | PhysicalObj |  | 
  | SetSpeed(double norme, double angle) | Physics |  | 
  | SetSpeedXY(Point2d vector) | Physics |  | 
  | SetTestRect(uint left, uint right, uint top, uint bottom) | PhysicalObj |  | 
  | SetTimeOut(int timeout) | WeaponProjectile |  | 
  | SetWindFactor(double wind_factor) | Physics |  | 
  | SetX(int x) | PhysicalObj |  | 
  | SetXY(const Point2i &position) | PhysicalObj |  | 
  | SetY(int y) | PhysicalObj |  | 
  | Shoot(double strength) | Gnu |  [virtual] | 
  | ShootSound() | WeaponProjectile |  [protected, virtual] | 
  | SignalCollision() | WeaponProjectile |  [protected, virtual] | 
  | SignalDeath() | Physics |  [protected, virtual] | 
  | SignalDrowning() | WeaponProjectile |  [protected, virtual] | 
  | SignalExplosion() | WeaponProjectile |  [protected, virtual] | 
  | SignalGhostState(bool was_dead) | WeaponProjectile |  [protected, virtual] | 
  | SignalGroundCollision() | WeaponProjectile |  [protected, virtual] | 
  | SignalObjectCollision(PhysicalObj *obj) | WeaponProjectile |  [protected, virtual] | 
  | SignalOutOfMap() | Gnu |  [protected, virtual] | 
  | SignalRebound() | PhysicalObj |  [protected, virtual] | 
  | SignalTimeout() | WeaponProjectile |  [protected, virtual] | 
  | StartMoving() | Physics |  | 
  | StopMoving() | Physics |  | 
  | UnsetPhysFixationPoint() | Physics |  | 
  | UpdatePosition() | PhysicalObj |  | 
  | WeaponProjectile(const std::string &nom, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | WeaponProjectile |  | 
  | ~PhysicalObj() | PhysicalObj |  [virtual] | 
  | ~Physics() | Physics |  [virtual] | 
  | ~WeaponProjectile() | WeaponProjectile |  [virtual] |