flimEngine
Enemy Member List

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

accelerationEnemyprivate
AddTime(float t, AlarmableManager::ALARM_ID id)Alarmable
Alarm0() overrideEnemyprivatevirtual
Alarm1() overrideEnemyprivatevirtual
Alarm2() overrideEnemyprivatevirtual
Alarmable()Alarmable
Alarmable(const Alarmable &)Alarmable
bulletSndEnemyprivate
ChangeTime(float t, AlarmableManager::ALARM_ID id)Alarmable
Collidable()Collidable
Collidable(const Collidable &)=deleteCollidable
Collision(Tank *)Enemyvirtual
Collision(Bullet *)Enemyvirtual
GameObject::Collision(Collidable *)Collidableinlinevirtual
CollisionEnter(Collidable *)Collidableinlinevirtual
CollisionExit()Collidableinlinevirtual
CollisionTerrain(const CollisionVolumeAABB &)Collidableinlinevirtual
curMoveEnemyprivate
curRotEnemyprivate
decelerationEnemyprivate
Updatable::deleteIterUpdatable
Draw() overrideEnemyvirtual
Draw2D()Drawableinlinevirtual
Drawable()Drawable
Drawable(const Drawable &)=deleteDrawable
Enemy(Tank *p)Enemy
Enemy(const Enemy &)Enemyinline
engineSndEnemyprivate
FiredBy()Enemyinline
firedByEnemyprivate
fireDistanceEnemyprivate
FrameTimeEnemyprivate
GameObject()GameObject
GameObject(const GameObject &)=defaultGameObject
getBSphere() constCollidableinline
getColliding() constCollidableinline
GetCollisionVolume() constCollidable
Alarmable::GetDeletionIter(int alarmNumber)Alarmable
Collidable::GetDeletionIter()Collidable
Drawable::GetDeletionIterator()Drawable
Inputable::GetDeletionIterator()Inputable
Initialize(float x, float y, float z)Enemy
Initialize(float x, float y, float z, Tank *p)Enemy
Inputable()Inputable
Inputable(const Inputable &)=deleteInputable
IsRegistered(AlarmableManager::ALARM_ID id)Alarmable
KeyPressed(AZUL_KEY key)Inputableinlinevirtual
KeyReleased(AZUL_KEY key)Inputableinlinevirtual
maxMoveSpeedEnemyprivate
minimapEnemyprivate
operator=(const Enemy &)Enemyinline
GameObject::operator=(const GameObject &)=defaultGameObject
GameObject::Updatable::operator=(const Updatable &)=deleteUpdatable
GameObject::Drawable::operator=(const Drawable &)=deleteDrawable
GameObject::Inputable::operator=(const Inputable &)=deleteInputable
GameObject::Alarmable::operator=(const Alarmable &)Alarmable
Collidable::operator=(const Collidable &)=deleteCollidable
originalPosEnemyprivate
pGObj_SpaceEnemyLightEnemyprivate
playerEnemyprivate
prevPosEnemyprivate
SceneEntry() overrideEnemyvirtual
SceneExit() overrideEnemyvirtual
SetColliderModel(Model *mod, VolumeType vol)Collidable
setColliding(bool coll)Collidableinline
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
SetMap(Minimap *map)Enemy
SetRegistrationState(int alarmNumber, RegistrationState state)Alarmable
ShipPosEnemyprivate
ShipRotEnemyprivate
ShipRotAngEnemyprivate
ShipScaleEnemyprivate
ShipTransSpeedEnemyprivate
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
TotalTimeEnemyprivate
turretGObjEnemyprivate
turretPosEnemyprivate
Updatable()Updatable
Updatable(const Updatable &)=deleteUpdatable
Update() overrideEnemyvirtual
UpdateCollisionData(Matrix &mat)Collidable
~Alarmable()Alarmablevirtual
~Collidable()Collidablevirtual
~Drawable()Drawablevirtual
~Enemy()Enemyvirtual
~GameObject()GameObjectvirtual
~Inputable()Inputablevirtual
~Updatable()Updatablevirtual