Monster Member List

This is the complete list of members for Monster, including all inherited members.
AddAnimationManager(GAnimationManager *AM=NULL)GModel
AddMesh(GAnimatedMesh *_Mesh)GModel
AnimationManagerGModel [protected]
BoundingBoxGModel [protected]
BoundingSphereGModel [protected]
CameraGModel [protected]
ChildrenGModel [protected]
clearPropertyList(void)GObject
ComposeModel(std::string Path, std::string Modelname, std::string Skeletonname, animationlibrary_t *AnimationLibrary, keyframelibrary_t *KeyframeLibrary)GModel
copyPropertyList(GObject *)GObject
CreateDefaultSkeleton(int FLAGS)GModel
CreateDefaultVertexMapper(int FLAGS)GModel
CreateDefaultWeapon(void)Monster
Creature(void)Creature
currentCommandGModel [protected]
CurrentHitPointsCreature [protected]
Damage(int)Creature [virtual]
Draw(double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS)GModel [virtual]
DrawSprites(double time, double dtime, GMatrix16 *viewmatrix, GMatrix16 *worldmatrix, int FLAGS)GModel [virtual]
DropGun(void)Creature
EquippedGunCreature [protected]
FallingStartGModel [protected]
FireGun(double time, double dtime, int FLAGS)Monster [virtual]
GetActor(void)GModel [virtual]
GetAnimationManager(void)GModel
GetBoundingBox(void)GModel [virtual]
GetBoundingSphere(void)GModel [virtual]
GetBoundingType(void)GModel
GetCCDSkeleton(void)GModel
GetController(void)GModel [virtual]
GetCrosshair(void)Monster [virtual]
GetCurrentCommand(void)GModel
GetCurrentHits(void)Creature
GetFallingStart(void)GModel
GetGun(void)Creature
GetLinearVelocity(void)GModel
getLookDir()GModel
GetMass(void)GModel
GetMaxHits(void)Creature
GetMesh(int pos=0)GModel
GetMeshCount(void)GModel
GetMeshes(void)GModel
GetNextCommand(void)GModel
GetOffset(void)GModel
GetParent(void)GModel
GetRotationMatrix(void)GModel
GetSkeleton(void)GModel
GetSpeed(void)GModel
GetState(void)GModel
GetVelocity(void)GModel
GetVelocityMemory(void)GModel
GetWorldSpaceCenter(void)GModel
GetWorldSpaceMatrix(void)GModel
GModel()GModel
GModel(GSkeleton *_Skeleton, GAnimatedMesh *_Mesh, GAnimationManager *AnimationManager)GModel
GObject(void)GObject
insertProperty(char *, char *)GObject
IntermediateKeframeGModel [protected]
isActive(void)GObject [virtual]
isEmpty(void)GObject
IsFalling(void)GModel
IsIdle(void)GModel
IsJumping(void)GModel
IsLocked(void)GModel
IsRunning(void)GModel
JumpDirGModel [protected]
JumpPowerGModel [protected]
lockGModel [protected]
Lock(void)GModel
m_ActorGModel [protected]
m_BoundingTypeGModel [protected]
m_CCDSkeletonGModel [protected]
m_ControllerGModel [protected]
m_MassGModel [protected]
MaxHitPointsCreature [protected]
mbActiveGObject [protected]
mCrosshairCreature [protected]
MeshesGModel [protected]
mfUpwardsForceGModel [protected]
miIdGObject [protected]
Monster(void)Monster
Monster(Monster *)Monster
Move(GVec4f v)GModel [virtual]
Move(float x, float y, float z)GModel
MoveTo(GVec4f v)GModel [virtual]
mVelocityMemoryGModel [protected]
myHitCallBackGModel
nextCommandGModel [protected]
OffsetGModel [protected]
OutLineMappedVertices(int FLAGS)GModel
ParentGModel [protected]
PositionGModel [protected]
PropertyListGObject [protected]
queryPosition(GVec4f *v)GModel [virtual]
queryProperty(char *, char **)GObject
queryRotation(GVec4f *v)GModel [virtual]
RebuildMatrix(void)Creature [virtual]
RecalculateBoneData(void)GModel
RecalculateBoundingBox(int FLAGS)GModel
RecalculateBoundingSphere(int FLAGS)GModel
ResetAnimation(void)GModel
Rotate(GVec4f _Rotations)GModel
RotationGModel [protected]
RunDirGModel [protected]
setActive(bool)GObject [virtual]
SetActor(NxActor *a)GModel [virtual]
SetAnimationManager(GAnimationManager *am)GModel
SetBoundingType(BoundingType b)GModel
setCamera(GCamera *cam)GModel
SetCCDSkeleton(NxCCDSkeleton *s)GModel
SetController(NxController *_c)GModel
SetCurrentCommand(Command c)GModel
SetFallingStart(double d)GModel
SetGun(Gun *GunModel, GBone *AttachTo=NULL)Creature
SetHits(int _n)Creature
SetJumpingDirection(GVec4f d)GModel
SetMass(float _m)GModel
SetMaxHits(int)Creature
SetMesh(GAnimatedMesh *_Mesh, int pos=-1)GModel
SetMeshes(vector< GAnimatedMesh * >)GModel
SetNextCommand(Command c)GModel
SetOffset(GVec4f _offset)GModel
SetParent(GGraphicsObject *_Parent)GModel
setPosition(GVec4f v)Creature [virtual]
setRotation(GVec4f v)Creature [virtual]
SetRunningDirection(GVec4f d)GModel
SetSkeleton(GSkeleton *s)GModel
SetSpeed(float)GModel
SetState(ActionState s)GModel
SetVelocity(GVec4f _v)GModel
SetVelocityMemory(GVec4f m)GModel
SkeletonGModel [protected]
Skin(int FLAGS)GModel
SpeedGModel [protected]
StateGModel [protected]
Unlock(void)GModel
Update(double time, double dtime)Creature [virtual]
UpdateAnimation(float now, int FLAGS)GModel
VelocityGModel [protected]
WorldSpaceMatrixGModel [protected]
~Creature(void)Creature
~GModel()GModel
~GObject(void)GObject
~Monster(void)Monster
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