/dports/games/armagetronad/armagetronad-0.2.8.3.5/src/engine/ |
H A D | eGameObject.cpp | 51 void eGameObject::AddToList(){ in AddToList() 60 void eGameObject::RemoveFromList(){ in RemoveFromList() 89 void eGameObject::RemoveFromGame() in RemoveFromGame() 101 void eGameObject::OnRemoveFromGame() in OnRemoveFromGame() 119 eGameObject::eGameObject(eGrid *g,const eCoord &p,const eCoord &d,eFace *currentface,bool autodel) in eGameObject() function in eGameObject 132 eGameObject::~eGameObject(){ in ~eGameObject() 143 void eGameObject::InteractWith(eGameObject *,REAL,int){} in InteractWith() argument 634 void eGameObject::OnRoundEnd(){} in OnRoundEnd() 636 void eGameObject::Kill(){} in Kill() 663 void eGameObject::PPDisplay(){ in PPDisplay() [all …]
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H A D | eGrid.h | 47 class eGameObject; variable 81 friend class eGameObject; variable 151 const tList<eGameObject>& GameObjects() const{return gameObjects;} in GameObjects() 153 const tList<eGameObject>& GameObjectsInactive() const{return gameObjectsInactive;} in GameObjectsInactive() 169 void AddGameObjectInteresting (eGameObject *o); 170 void RemoveGameObjectInteresting (eGameObject *o); 171 void AddGameObjectInactive (eGameObject *o); 172 void RemoveGameObjectInactive (eGameObject *o); 222 tList<eGameObject> gameObjects; 223 tList<eGameObject> gameObjectsInactive; [all …]
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H A D | eGameObject.h | 45 class eGameObject{ 54 #define GO ((eGameObject *)NULL) 58 … static void TimestepThisWrapper(eGrid * grid, REAL currentTime, eGameObject *t, REAL minTimestep); 63 static bool TimestepThis(REAL currentTime,eGameObject *t); 124 … eGameObject(eGrid *grid, const eCoord &p,const eCoord &d, eFace *currentface, bool autodelete=1); 125 virtual ~eGameObject(); 137 virtual void InteractWith( eGameObject *target,REAL time,int recursion=1 ); 224 class eReferencableGameObject: public eGameObject, public tReferencable< eReferencableGameObject > 238 class eStackGameObject: public eGameObject
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H A D | eCamera.h | 42 class eGameObject; variable 68 tJUST_CONTROLLED_PTR<eGameObject> center; // the game object we watch 108 static bool InterestingToWatch(eGameObject const * g); 130 eGameObject * Center() const; 164 void SoundMixGameObject(unsigned char *dest,unsigned int len,eGameObject *go);
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H A D | eCamera.cpp | 531 eGameObject *cent=NULL; in Act() 2162 eGameObject *go=Center(); in CenterDir() 2170 eGameObject *go=Center(); in CenterCamDir() 2178 eGameObject *go=Center(); in CenterCamTop() 2186 eGameObject *go=Center(); in CenterCamPos() 2194 eGameObject *go=Center(); in CenterCamZ() 2202 eGameObject *go=Center(); in CenterZ() 2210 eGameObject *go=Center(); in CenterSpeed() 2219 eGameObject *go=Center(); in CenterAlive() 2228 eGameObject *go=Center(); in CenterCockpitFixedBefore() [all …]
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H A D | eSensor.h | 46 eSensor(eGameObject *o,const eCoord &start,const eCoord &d); 58 tCHECKED_PTR(eGameObject) owned;
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H A D | ePath.cpp | 52 static REAL Modifier(const eGameObject *gameObject, in Modifier() 65 static bool CanPass(const eGameObject *gameObject, in CanPass() 126 REAL EdgePenalty(const eHalfEdge *e, const eGameObject *g) in EdgePenalty() 131 …eSensor s (const_cast<eGameObject * >( g ), *e->Point() + e->Vec() * .5f + probePre * .0001f, prob… in EdgePenalty() 153 const eGameObject* gameObject, in FindPath()
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H A D | eWall.h | 57 class eGameObject; variable 144 virtual void PassingGameObject(eGameObject *pass,REAL time,REAL pos,int recursion=1);
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H A D | eNetGameObject.cpp | 87 :eGameObject(grid, pos,dir,NULL,autodelete), in eNetGameObject() 98 :eGameObject(eGrid::CurrentGrid(), eCoord(0,0), eCoord(0,0), NULL), in eNetGameObject()
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H A D | eSensor.cpp | 37 eSensor::eSensor(eGameObject *o,const eCoord &start,const eCoord &d) in eSensor()
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H A D | eNetGameObject.h | 41 class eNetGameObject:public eGameObject,public nNetObject{
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H A D | eTess2.h | 44 class eGameObject; variable 204 const eGameObject* gameObject,
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H A D | eDisplay.cpp | 250 …eZNearSensor(eGameObject *o,const eCoord &start,const eCoord &d, REAL & zNear, eCamera const * cam… in eZNearSensor() 561 eGameObject::RenderAll(this, cameras(viewer)); in display_simple()
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H A D | eWall.cpp | 182 void eWall::PassingGameObject(eGameObject *pass,REAL,REAL,int){ in PassingGameObject()
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/dports/games/armagetronad/armagetronad-0.2.8.3.5/src/tron/ |
H A D | gStuff.h | 81 class eGameObject; variable
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H A D | gCamera.h | 36 eGameObject * lastCenter; // the gameobject we were last watching
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H A D | gSensor.h | 43 gSensor(eGameObject *o,const eCoord &start,const eCoord &d) in gSensor()
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H A D | gExplosion.h | 46 virtual void InteractWith(eGameObject *target,REAL time,int recursion=1);
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H A D | gWinZone.cpp | 94 static_cast<eGameObject*>(ret)->Timestep( se_GameTime() ); in sg_CreateWinDeathZone() 366 void gZone::InteractWith( eGameObject * target, REAL time, int recursion ) in InteractWith() 790 const tList<eGameObject>& gameObjects = grid->GameObjects(); in CountZonesOfTeam() 1114 const tList<eGameObject>& gameObjects = Grid()->GameObjects(); in CheckSurvivor() 1183 const tList<eGameObject>& gameObjects = Grid()->GameObjects(); in OnRoundBegin()
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H A D | gSparks.h | 60 virtual void InteractWith(eGameObject *target,REAL time,int recursion=1);
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H A D | gCycle.h | 268 …bool IsMe( eGameObject const * other ) const; //!< checks whether the passed point… 292 virtual void InteractWith(eGameObject *target,REAL time,int recursion=1);
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H A D | gAIBase.h | 184 eGameObject* go = ePlayerNetID::Object(); in Object()
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H A D | gSparks.cpp | 103 void gSpark::InteractWith(eGameObject *,REAL ,int){} in InteractWith() argument
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H A D | gGame.cpp | 1259 eGameObject::DeleteAll(grid); in exit_game_objects() 1739 …eGameObject::SetMaxLazyLag( ( 1 + sg_dedicatedFPSIdleFactor )/( sg_dedicatedFPSIdleFactor * sg_ded… in s_Timestep() 1741 eGameObject::s_Timestep(grid, time, minstep ); in s_Timestep() 1781 eGameObject::PPDisplayAll(); in RenderAllViewports() 3236 const tList<eGameObject>& gameObjects = Grid()->GameObjects(); in StateUpdate() 3239 eGameObject * e = gameObjects(i); in StateUpdate() 3471 eGameObject *e=p->Object(); in sg_Respawn() 3914 const tList<eGameObject>& gameObjects = Grid()->GameObjects(); in Analysis() 3917 eGameObject * e = gameObjects(i); in Analysis() 4528 eGameObject::s_Timestep(sg_currentGame->Grid(), time, 1E+10 ); in sg_EnterGameCore()
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/dports/games/armagetronad/armagetronad-0.2.8.3.5/src/ |
H A D | Makefile.am | 78 libenginecore_a_SOURCES=engine/eGameObject.cpp engine/eGameObject.h \
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