AddTime(float t, AlarmableManager::ALARM_ID id) | Alarmable | |
Alarm0() override | Bullet | privatevirtual |
Alarm1() override | Bullet | privatevirtual |
Alarm2() override | Bullet | privatevirtual |
Alarmable() | Alarmable | |
Alarmable(const Alarmable &) | Alarmable | |
Bullet() | Bullet | |
Bullet(const Bullet &)=default | Bullet | |
ChangeTime(float t, AlarmableManager::ALARM_ID id) | Alarmable | |
Collidable() | Collidable | |
Collidable(const Collidable &)=delete | Collidable | |
Collision(Enemy *) | Bullet | virtual |
Collision(Sentry *) | Bullet | virtual |
Collision(Tank *) | Bullet | virtual |
GameObject::Collision(Collidable *) | Collidable | inlinevirtual |
CollisionEnter(Collidable *) | Collidable | inlinevirtual |
CollisionExit() | Collidable | inlinevirtual |
CollisionTerrain(const CollisionVolumeAABB &) override | Bullet | virtual |
Updatable::deleteIter | Updatable | |
Draw() override | Bullet | virtual |
Draw2D() | Drawable | inlinevirtual |
Drawable() | Drawable | |
Drawable(const Drawable &)=delete | Drawable | |
fired | Bullet | private |
forward | Bullet | private |
FrameTime | Bullet | private |
GameObject() | GameObject | |
GameObject(const GameObject &)=default | GameObject | |
getBSphere() const | Collidable | inline |
getColliding() const | Collidable | inline |
GetCollisionVolume() const | Collidable | |
Alarmable::GetDeletionIter(int alarmNumber) | Alarmable | |
Collidable::GetDeletionIter() | Collidable | |
Drawable::GetDeletionIterator() | Drawable | |
Inputable::GetDeletionIterator() | Inputable | |
getFired() | Bullet | inline |
Initialize(int x, int y, int z) | Bullet | |
Initialize(Vect &pos, Vect &fw) | Bullet | |
Inputable() | Inputable | |
Inputable(const Inputable &)=delete | Inputable | |
IsRegistered(AlarmableManager::ALARM_ID id) | Alarmable | |
KeyPressed(AZUL_KEY key) | Inputable | inlinevirtual |
KeyReleased(AZUL_KEY key) | Inputable | inlinevirtual |
operator=(const Bullet &) | Bullet | inline |
GameObject::operator=(const GameObject &)=default | GameObject | |
GameObject::Updatable::operator=(const Updatable &)=delete | Updatable | |
GameObject::Drawable::operator=(const Drawable &)=delete | Drawable | |
GameObject::Inputable::operator=(const Inputable &)=delete | Inputable | |
GameObject::Alarmable::operator=(const Alarmable &) | Alarmable | |
Collidable::operator=(const Collidable &)=delete | Collidable | |
pGObj_SpaceBulletLight | Bullet | private |
SceneEntry() override | Bullet | virtual |
SceneExit() override | Bullet | virtual |
SetColliderModel(Model *mod, VolumeType vol) | Collidable | |
setColliding(bool coll) | Collidable | inline |
Alarmable::SetDeletionIter(int alarmNumber, std::multimap< float, AlarmableManager::AlarmEvent >::const_iterator iter) | Alarmable | |
Collidable::SetDeletionIter(std::list< Collidable *>::iterator in) | Collidable | |
Drawable::SetDeletionIterator(std::list< Drawable *>::iterator in) | Drawable | |
Inputable::SetDeletionIterator(std::list< Inputable *>::iterator in) | Inputable | |
setFired(Fired f) | Bullet | inline |
SetRegistrationState(int alarmNumber, RegistrationState state) | Alarmable | |
ShipPos | Bullet | private |
ShipScale | Bullet | private |
ShipTransSpeed | Bullet | private |
SubmitAlarmDeregistration(AlarmableManager::ALARM_ID id) | Alarmable | |
SubmitAlarmRegistration(float t, AlarmableManager::ALARM_ID id) | Alarmable | |
SubmitCollisionDeregistration(C *c) | Collidable | |
SubmitCollisionRegistration(C *c) | Collidable | |
SubmitDrawDeregistration() | Drawable | |
SubmitDrawRegistration() | Drawable | |
SubmitEntry() | GameObject | |
SubmitExit() | GameObject | |
SubmitInputDeregistration(AZUL_KEY key, input_type type) | Inputable | |
SubmitInputRegistration(AZUL_KEY key, input_type type) | Inputable | |
SubmitUpdateDeregistration() | Updatable | |
SubmitUpdateRegistration() | Updatable | |
SubtractTime(float t, AlarmableManager::ALARM_ID id) | Alarmable | |
TimeLeft(AlarmableManager::ALARM_ID id) | Alarmable | |
TotalTime | Bullet | private |
Updatable() | Updatable | |
Updatable(const Updatable &)=delete | Updatable | |
Update() override | Bullet | virtual |
UpdateCollisionData(Matrix &mat) | Collidable | |
~Alarmable() | Alarmable | virtual |
~Bullet() | Bullet | virtual |
~Collidable() | Collidable | virtual |
~Drawable() | Drawable | virtual |
~GameObject() | GameObject | virtual |
~Inputable() | Inputable | virtual |
~Updatable() | Updatable | virtual |