| 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() | WeaponBullet | [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 | |
| 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 | ShotgunBuckshot | [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_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) | ShotgunBuckshot | [protected, virtual] |
| Rebound(Point2d contactPos, double contact_angle) | Physics | [protected] |
| Refresh() | WeaponBullet | [virtual] |
| ResetConstants() | Physics | |
| ResetTimeOut() | WeaponProjectile | |
| RunPhysicalEngine() | Physics | |
| 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) | WeaponProjectile | [virtual] |
| ShootSound() | WeaponProjectile | [protected, virtual] |
| ShotgunBuckshot(ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | ShotgunBuckshot | |
| SignalCollision() | WeaponProjectile | [protected, virtual] |
| SignalDeath() | Physics | [protected, virtual] |
| SignalDrowning() | WeaponProjectile | [protected, virtual] |
| SignalExplosion() | WeaponProjectile | [protected, virtual] |
| SignalGhostState(bool was_dead) | WeaponProjectile | [protected, virtual] |
| SignalGroundCollision() | WeaponBullet | [protected, virtual] |
| SignalObjectCollision(PhysicalObj *obj) | WeaponBullet | [protected, virtual] |
| SignalOutOfMap() | WeaponBullet | [protected, virtual] |
| SignalRebound() | PhysicalObj | [protected, virtual] |
| SignalTimeout() | WeaponProjectile | [protected, virtual] |
| StartMoving() | Physics | |
| StopMoving() | Physics | |
| UnsetPhysFixationPoint() | Physics | |
| UpdatePosition() | PhysicalObj | |
| WeaponBullet(const std::string &name, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | WeaponBullet | |
| WeaponProjectile(const std::string &nom, ExplosiveWeaponConfig &cfg, WeaponLauncher *p_launcher) | WeaponProjectile | |
| ~PhysicalObj() | PhysicalObj | [virtual] |
| ~Physics() | Physics | [virtual] |
| ~WeaponBullet() | WeaponBullet | [inline, virtual] |
| ~WeaponProjectile() | WeaponProjectile | [virtual] |