CGameEntity Member List

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

act(const ACTION_DATA &actData)CGameEntity [virtual]
act(eCmp cmpType, const ACTION_DATA &actData)CGameEntity [virtual]
ang() const CGameEntity [inline]
ang(const CAngle3D &ang)CGameEntity [inline]
ang(const unit pan, const unit tilt, const unit roll)CGameEntity [inline]
CGameEntity(ENTITY *pEnt)CGameEntity [protected]
CGameEntity(char *filename)CGameEntity [protected]
cmp_add(eCmp type)CGameEntity
cmp_get(eCmp type)CGameEntity
cmp_remove()CGameEntity
cmp_valid(eCmp type)CGameEntity
create_gameEntity(ENTITY *pEnt)CGameEntity [static]
create_gameEntity(char *filename)CGameEntity [static]
create_gameEntity(ENTITY *pEnt, CGameEntityData *pData)CGameEntity [static]
data_load(CGameEntityData *pEntityData)CGameEntity
dist() const CGameEntity
dist(const CVector3D &dist)CGameEntity
dist_add(const CVector3D &dist)CGameEntity
eError enum nameCGameEntity
eState enum nameCGameEntity
event_disable(const unsigned int bfEvent)CGameEntity
event_enable(const unsigned int bfEvent)CGameEntity
event_valid(const unsigned int bfEvent)CGameEntity
get(EDIT_DATA &editData)CGameEntity [virtual]
get(eCmp cmpType, EDIT_DATA &editData)CGameEntity [virtual]
id() const CGameEntity [inline]
init()CGameEntity [protected]
kBadValue enum valueCGameEntity
kNoEnt enum valueCGameEntity
kNone enum valueCGameEntity
kSkillGEIDCGameEntity [static]
kSkillIndexMaxCGameEntity [static]
kStateAir enum valueCGameEntity
kStateAttack enum valueCGameEntity
kStateBackward enum valueCGameEntity
kStateDamage enum valueCGameEntity
kStateDead enum valueCGameEntity
kStateDuck enum valueCGameEntity
kStateEmpty enum valueCGameEntity
kStateForward enum valueCGameEntity
kStateIdle enum valueCGameEntity
kStateJump enum valueCGameEntity
kStateLeft enum valueCGameEntity
kStateNone enum valueCGameEntity
kStateReload enum valueCGameEntity
kStateRemove enum valueCGameEntity
kStateRight enum valueCGameEntity
kStateRun enum valueCGameEntity
kStateSwitch enum valueCGameEntity
kStateWater enum valueCGameEntity
move(const CVector3D &vec, int move_mode=-1)CGameEntity
move(const unit x, const unit y, const unit z, int move_mode=-1)CGameEntity
pEnt() const CGameEntity [inline]
pos() const CGameEntity [inline]
pos(const CVector3D &vec)CGameEntity [inline]
pos(const unit x, const unit y, const unit z)CGameEntity [inline]
remove()CGameEntity
rotate(const CAngle3D &ang, int move_mode=-1)CGameEntity
rotate(const unit pan, const unit tilt, const unit roll, int move_mode=-1)CGameEntity
set(const EDIT_DATA &editData)CGameEntity [virtual]
set(eCmp cmpType, const EDIT_DATA &editData)CGameEntity [virtual]
skill(const int index)CGameEntity [inline]
skill(const int index, const int value)CGameEntity [inline]
skill(const int index, const unit value)CGameEntity [inline]
skill(const EDIT_SKILL_DATA *pData)CGameEntity [inline]
skill_f(const int index)CGameEntity [inline]
state_check(eState state) const CGameEntity [inline]
state_check(const CFlagSet< eState > &flagSet) const CGameEntity [inline]
state_clear()CGameEntity [inline]
state_reset(eState state)CGameEntity [inline]
state_set(eState state)CGameEntity [inline]
string_to_eState(const char *str)CGameEntity [static]
update()CGameEntity [virtual]
valid() const CGameEntity [inline, virtual]
~CGameEntity()CGameEntity [virtual]


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