PolecatFart Member List

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

WeaponProjectile::AddDamage(uint damage_points)PhysicalObj
Particle::AddDamage(uint damage_points)PhysicalObj
WeaponProjectile::AddSpeed(double norme, double angle)Physics
Particle::AddSpeed(double norme, double angle)Physics
WeaponProjectile::AddSpeedXY(Point2d vector)Physics
Particle::AddSpeedXY(Point2d vector)Physics
begin_timeWeaponProjectile [protected]
cfgWeaponProjectile [protected]
change_timeout_allowed()WeaponProjectile
WeaponProjectile::ChangePhysRopeSize(double dl)Physics
Particle::ChangePhysRopeSize(double dl)Physics
CheckOnEndTurn()Particle [inline]
CheckOverlapping()PhysicalObj [protected, virtual]
WeaponProjectile::CollidedObject(const Point2i &offset) const PhysicalObj
Particle::CollidedObject(const Point2i &offset) const PhysicalObj
WeaponProjectile::CollidedObjectXY(const Point2i &position) const PhysicalObj
Particle::CollidedObjectXY(const Point2i &position) const PhysicalObj
WeaponProjectile::ComputeNextXY(double delta_t)Physics [protected]
Particle::ComputeNextXY(double delta_t)Physics [protected]
DecrementTimeOut()WeaponProjectile
dernier_obj_toucheWeaponProjectile
dernier_ver_toucheWeaponProjectile
DoExplosion()WeaponProjectile [protected, virtual]
WeaponProjectile::Draw()WeaponProjectile [virtual]
Particle::Draw()Particle [virtual]
WeaponProjectile::Drown()PhysicalObj
Particle::Drown()PhysicalObj
explode_colliding_characterWeaponProjectile [protected]
explode_with_collisionWeaponProjectile [protected]
explode_with_timeoutWeaponProjectile [protected]
Explosion()WeaponProjectile [protected, virtual]
WeaponProjectile::FootsInVacuum() const PhysicalObj
Particle::FootsInVacuum() const PhysicalObj
WeaponProjectile::FootsInVacuumXY(const Point2i &position) const PhysicalObj
Particle::FootsInVacuumXY(const Point2i &position) const PhysicalObj
WeaponProjectile::FootsOnFloor(int y) const PhysicalObj
Particle::FootsOnFloor(int y) const PhysicalObj
WeaponProjectile::GetAirResistFactor() const Physics [inline]
Particle::GetAirResistFactor() const Physics [inline]
WeaponProjectile::GetAngularSpeed() const Physics
Particle::GetAngularSpeed() const Physics
WeaponProjectile::GetCenter() const PhysicalObj
Particle::GetCenter() const PhysicalObj
WeaponProjectile::GetCenterX() const PhysicalObj
Particle::GetCenterX() const PhysicalObj
WeaponProjectile::GetCenterY() const PhysicalObj
Particle::GetCenterY() const PhysicalObj
WeaponProjectile::GetGravityFactor() const Physics [inline]
Particle::GetGravityFactor() const Physics [inline]
WeaponProjectile::GetHeight() const PhysicalObj
Particle::GetHeight() const PhysicalObj
WeaponProjectile::GetMass() const Physics [inline]
Particle::GetMass() const Physics [inline]
GetName() const PhysicalObj [inline, virtual]
WeaponProjectile::GetPhysX() const Physics
Particle::GetPhysX() const Physics
WeaponProjectile::GetPhysY() const Physics
Particle::GetPhysY() const Physics
WeaponProjectile::GetPos() const Physics
Particle::GetPos() const Physics
WeaponProjectile::GetPosition() const PhysicalObj
Particle::GetPosition() const PhysicalObj
WeaponProjectile::GetRebounding() const Physics [inline]
Particle::GetRebounding() const Physics [inline]
WeaponProjectile::GetRect() const PhysicalObj
Particle::GetRect() const PhysicalObj
WeaponProjectile::GetRopeAngle()Physics
Particle::GetRopeAngle()Physics
WeaponProjectile::GetRopeLength()Physics
Particle::GetRopeLength()Physics
WeaponProjectile::GetSize() const PhysicalObj
Particle::GetSize() const PhysicalObj
WeaponProjectile::GetSpeed(double &norm, double &angle) const Physics
WeaponProjectile::GetSpeed() const Physics
Particle::GetSpeed(double &norm, double &angle) const Physics
Particle::GetSpeed() const Physics
WeaponProjectile::GetSpeedAngle() const Physics
Particle::GetSpeedAngle() const Physics
WeaponProjectile::GetSpeedXY(Point2d &vector) const Physics
Particle::GetSpeedXY(Point2d &vector) const Physics
WeaponProjectile::GetTestHeight() const PhysicalObj
Particle::GetTestHeight() const PhysicalObj
WeaponProjectile::GetTestRect() const PhysicalObj
Particle::GetTestRect() const PhysicalObj
WeaponProjectile::GetTestWidth() const PhysicalObj
Particle::GetTestWidth() const PhysicalObj
GetTotalTimeout() const WeaponProjectile
WeaponProjectile::GetWidth() const PhysicalObj
Particle::GetWidth() const PhysicalObj
WeaponProjectile::GetWindFactor() const Physics [inline]
Particle::GetWindFactor() const Physics [inline]
WeaponProjectile::GetX() const PhysicalObj
Particle::GetX() const PhysicalObj
WeaponProjectile::GetY() const PhysicalObj
Particle::GetY() const PhysicalObj
WeaponProjectile::Ghost()PhysicalObj
Particle::Ghost()PhysicalObj
WeaponProjectile::GoesThroughWall() const PhysicalObj [inline]
Particle::GoesThroughWall() const PhysicalObj [inline]
WeaponProjectile::GoOutOfWater()PhysicalObj
Particle::GoOutOfWater()PhysicalObj
WeaponProjectile::imageWeaponProjectile [protected]
Particle::imageParticle [protected]
IncrementTimeOut()WeaponProjectile
WeaponProjectile::Init()PhysicalObj
Particle::Init()PhysicalObj
is_activePolecatFart [private]
WeaponProjectile::IsDead() const PhysicalObj
Particle::IsDead() const PhysicalObj
WeaponProjectile::IsDrowned() const PhysicalObj
Particle::IsDrowned() const PhysicalObj
WeaponProjectile::IsFalling() const Physics
Particle::IsFalling() const Physics
WeaponProjectile::IsGhost() const PhysicalObj
Particle::IsGhost() const PhysicalObj
IsImmobile() const WeaponProjectile [virtual]
WeaponProjectile::IsInVacuum(const Point2i &offset, bool check_objects=true) const PhysicalObj
Particle::IsInVacuum(const Point2i &offset, bool check_objects=true) const PhysicalObj
WeaponProjectile::IsInVacuumXY(const Point2i &position, bool check_objects=true) const PhysicalObj
Particle::IsInVacuumXY(const Point2i &position, bool check_objects=true) const PhysicalObj
WeaponProjectile::IsInWater() const PhysicalObj
Particle::IsInWater() const PhysicalObj
WeaponProjectile::IsMoving() const Physics
Particle::IsMoving() const Physics
IsOnTop()Particle [inline]
WeaponProjectile::IsOutsideWorld(const Point2i &offset) const PhysicalObj
Particle::IsOutsideWorld(const Point2i &offset) const PhysicalObj
WeaponProjectile::IsOutsideWorldXY(Point2i position) const PhysicalObj
Particle::IsOutsideWorldXY(Point2i position) const PhysicalObj
IsOverlapping(const PhysicalObj *obj) const PhysicalObj [virtual]
launcherWeaponProjectile
WeaponProjectile::life_pointsPhysicalObj [protected]
Particle::life_pointsPhysicalObj [protected]
WeaponProjectile::m_alivePhysicalObj [protected]
Particle::m_alivePhysicalObj [protected]
WeaponProjectile::m_allow_negative_yPhysicalObj [protected]
Particle::m_allow_negative_yPhysicalObj [protected]
WeaponProjectile::m_balancing_dampingPhysics [protected]
Particle::m_balancing_dampingPhysics [protected]
WeaponProjectile::m_cfgPhysics [protected]
Particle::m_cfgPhysics [protected]
m_check_move_on_end_turnParticle [protected]
WeaponProjectile::m_elasticity_dampingPhysics [protected]
Particle::m_elasticity_dampingPhysics [protected]
WeaponProjectile::m_elasticity_offPhysics [protected]
Particle::m_elasticity_offPhysics [protected]
WeaponProjectile::m_extern_forcePhysics [protected]
Particle::m_extern_forcePhysics [protected]
WeaponProjectile::m_fix_point_dxyPhysics [protected]
Particle::m_fix_point_dxyPhysics [protected]
WeaponProjectile::m_fix_point_gndPhysics [protected]
Particle::m_fix_point_gndPhysics [protected]
WeaponProjectile::m_heightPhysicalObj [protected]
Particle::m_heightPhysicalObj [protected]
m_initial_time_to_liveParticle [protected]
WeaponProjectile::m_last_movePhysics [protected]
Particle::m_last_movePhysics [protected]
m_last_refreshParticle [protected]
m_left_time_to_liveParticle [protected]
WeaponProjectile::m_namePhysicalObj [protected]
Particle::m_namePhysicalObj [protected]
WeaponProjectile::m_overlapping_objectPhysicalObj [protected]
Particle::m_overlapping_objectPhysicalObj [protected]
WeaponProjectile::m_phys_heightPhysics [protected]
Particle::m_phys_heightPhysics [protected]
WeaponProjectile::m_phys_widthPhysics [protected]
Particle::m_phys_widthPhysics [protected]
WeaponProjectile::m_rebound_soundPhysicalObj [protected]
Particle::m_rebound_soundPhysicalObj [protected]
WeaponProjectile::m_rope_anglePhysics [protected]
Particle::m_rope_anglePhysics [protected]
WeaponProjectile::m_rope_elasticityPhysics [protected]
Particle::m_rope_elasticityPhysics [protected]
WeaponProjectile::m_rope_lengthPhysics [protected]
Particle::m_rope_lengthPhysics [protected]
WeaponProjectile::m_test_bottomPhysicalObj [protected]
Particle::m_test_bottomPhysicalObj [protected]
WeaponProjectile::m_test_leftPhysicalObj [protected]
Particle::m_test_leftPhysicalObj [protected]
WeaponProjectile::m_test_rightPhysicalObj [protected]
Particle::m_test_rightPhysicalObj [protected]
WeaponProjectile::m_test_topPhysicalObj [protected]
Particle::m_test_topPhysicalObj [protected]
m_time_between_scaleParticle [protected]
m_timeout_modifierWeaponProjectile
WeaponProjectile::m_widthPhysicalObj [protected]
Particle::m_widthPhysicalObj [protected]
WeaponProjectile::ObjTouche(const PhysicalObj &b) const PhysicalObj
WeaponProjectile::ObjTouche(const Point2i &p) const PhysicalObj
Particle::ObjTouche(const PhysicalObj &b) const PhysicalObj
Particle::ObjTouche(const Point2i &p) const PhysicalObj
on_topParticle [protected]
Particle(const std::string &name)Particle
WeaponProjectile::PhysicalObj(const std::string &name, const std::string &xml_config="")PhysicalObj
Particle::PhysicalObj(const std::string &name, const std::string &xml_config="")PhysicalObj
WeaponProjectile::Physics()Physics
Particle::Physics()Physics
PolecatFart()PolecatFart
PolecatFart(ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher)PolecatFart
WeaponProjectile::PutOutOfGround()PhysicalObj
WeaponProjectile::PutOutOfGround(double direction)PhysicalObj
Particle::PutOutOfGround()PhysicalObj
Particle::PutOutOfGround(double direction)PhysicalObj
WeaponProjectile::PutRandomly(bool on_top_of_world, double min_dst_with_characters)PhysicalObj
Particle::PutRandomly(bool on_top_of_world, double min_dst_with_characters)PhysicalObj
RandomizeShoot(double &angle, double &strength)WeaponProjectile [protected, virtual]
WeaponProjectile::Rebound(Point2d contactPos, double contact_angle)Physics [protected]
Particle::Rebound(Point2d contactPos, double contact_angle)Physics [protected]
WeaponProjectile::Refresh()WeaponProjectile [virtual]
Particle::Refresh()Particle [virtual]
WeaponProjectile::ResetConstants()Physics
Particle::ResetConstants()Physics
ResetTimeOut()WeaponProjectile
WeaponProjectile::RunPhysicalEngine()Physics
Particle::RunPhysicalEngine()Physics
WeaponProjectile::SetAirResistFactor(double factor)Physics
Particle::SetAirResistFactor(double factor)Physics
WeaponProjectile::SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects)PhysicalObj
Particle::SetCollisionModel(bool goes_through_wall, bool collides_with_characters, bool collides_with_objects)PhysicalObj
WeaponProjectile::SetExternForce(double length, double angle)Physics
Particle::SetExternForce(double length, double angle)Physics
WeaponProjectile::SetExternForceXY(Point2d vector)Physics
Particle::SetExternForceXY(Point2d vector)Physics
WeaponProjectile::SetGravityFactor(double factor)Physics
Particle::SetGravityFactor(double factor)Physics
WeaponProjectile::SetMass(double mass)Physics
Particle::SetMass(double mass)Physics
SetOnTop(bool b)Particle [inline]
WeaponProjectile::SetOverlappingObject(PhysicalObj *obj)PhysicalObj
Particle::SetOverlappingObject(PhysicalObj *obj)PhysicalObj
WeaponProjectile::SetPhysFixationPointXY(double g_x, double g_y, double dx, double dy)Physics
Particle::SetPhysFixationPointXY(double g_x, double g_y, double dx, double dy)Physics
WeaponProjectile::SetPhysSize(double width, double height)Physics
Particle::SetPhysSize(double width, double height)Physics
WeaponProjectile::SetPhysXY(double x, double y)Physics
WeaponProjectile::SetPhysXY(const Point2d &position)Physics
Particle::SetPhysXY(double x, double y)Physics
Particle::SetPhysXY(const Point2d &position)Physics
WeaponProjectile::SetRebounding(bool rebounding)Physics [inline]
Particle::SetRebounding(bool rebounding)Physics [inline]
WeaponProjectile::SetSize(const Point2i &newSize)PhysicalObj
Particle::SetSize(const Point2i &newSize)PhysicalObj
WeaponProjectile::SetSpeed(double norme, double angle)Physics
Particle::SetSpeed(double norme, double angle)Physics
WeaponProjectile::SetSpeedXY(Point2d vector)Physics
Particle::SetSpeedXY(Point2d vector)Physics
WeaponProjectile::SetTestRect(uint left, uint right, uint top, uint bottom)PhysicalObj
Particle::SetTestRect(uint left, uint right, uint top, uint bottom)PhysicalObj
SetTimeOut(int timeout)WeaponProjectile
WeaponProjectile::SetWindFactor(double wind_factor)Physics
Particle::SetWindFactor(double wind_factor)Physics
WeaponProjectile::SetX(int x)PhysicalObj
Particle::SetX(int x)PhysicalObj
WeaponProjectile::SetXY(const Point2i &position)PhysicalObj
Particle::SetXY(const Point2i &position)PhysicalObj
WeaponProjectile::SetY(int y)PhysicalObj
Particle::SetY(int y)PhysicalObj
Shoot(double strength)WeaponProjectile [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)PolecatFart [protected, virtual]
SignalOutOfMap()WeaponProjectile [protected, virtual]
SignalRebound()PhysicalObj [protected, virtual]
SignalTimeout()WeaponProjectile [protected, virtual]
WeaponProjectile::StartMoving()Physics
Particle::StartMoving()Physics
StillUseful()Particle
WeaponProjectile::StopMoving()Physics
Particle::StopMoving()Physics
WeaponProjectile::UnsetPhysFixationPoint()Physics
Particle::UnsetPhysFixationPoint()Physics
WeaponProjectile::UpdatePosition()PhysicalObj
Particle::UpdatePosition()PhysicalObj
WeaponProjectile(const std::string &nom, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher)WeaponProjectile
~Particle()Particle
~PhysicalObj()PhysicalObj [virtual]
~Physics()Physics [virtual]
~WeaponProjectile()WeaponProjectile [virtual]


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