DDraceNetwork Docs
CCollision Member List

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

CCollision()CCollision
CheckPoint(float x, float y) constCCollisioninline
CheckPoint(vec2 Pos) constCCollisioninline
CpSpeed(int index, int Flags=0) constCCollision
Entity(int x, int y, int Layer) constCCollision
FillAntibot(CAntibotMapData *pMapData) constCCollision
FrontLayer() constCCollisioninline
GameLayer() constCCollisioninline
GetCollisionAt(float x, float y) constCCollisioninline
GetDTileFlags(int Index) constCCollision
GetDTileIndex(int Index) constCCollision
GetDTileNumber(int Index) constCCollision
GetFCollisionAt(float x, float y) constCCollisioninline
GetFIndex(int x, int y) constCCollision
GetFTile(int x, int y) constCCollision
GetFTileFlags(int Index) constCCollision
GetFTileIndex(int Index) constCCollision
GetHeight() constCCollisioninline
GetIndex(int x, int y) constCCollision
GetIndex(vec2 PrevPos, vec2 Pos) constCCollision
GetMapIndex(vec2 Pos) constCCollision
GetMapIndices(vec2 PrevPos, vec2 Pos, unsigned MaxIndices=0) constCCollision
GetMoveRestrictions(CALLBACK_SWITCHACTIVE pfnSwitchActive, void *pUser, vec2 Pos, float Distance=18.0f, int OverrideCenterTileIndex=-1) constCCollision
GetMoveRestrictions(vec2 Pos, float Distance=18.0f) constCCollisioninline
GetPos(int Index) constCCollision
GetPureMapIndex(float x, float y) constCCollision
GetPureMapIndex(vec2 Pos) constCCollisioninline
GetSpeedup(int Index, vec2 *pDir, int *pForce, int *pMaxSpeed) constCCollision
GetSwitchDelay(int Index) constCCollision
GetSwitchNumber(int Index) constCCollision
GetSwitchType(int Index) constCCollision
GetTile(int x, int y) constCCollision
GetTileFlags(int Index) constCCollision
GetTileIndex(int Index) constCCollision
GetWidth() constCCollisioninline
Init(CLayers *pLayers)CCollision
IntersectAir(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) constCCollision
IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) constCCollision
IntersectLineTeleHook(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) constCCollision
IntersectLineTeleWeapon(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision, int *pTeleNr=nullptr) constCCollision
IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) constCCollision
IntersectNoLaserNW(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *pOutBeforeCollision) constCCollision
IsCheckEvilTeleport(int Index) constCCollision
IsCheckTeleport(int Index) constCCollision
IsEvilTeleport(int Index) constCCollision
IsFNoLaser(int x, int y) constCCollision
IsFTimeCheckpoint(int Index) constCCollision
IsHookBlocker(int x, int y, vec2 Pos0, vec2 Pos1) constCCollision
IsMover(int x, int y, int *pFlags) constCCollision
IsNoLaser(int x, int y) constCCollision
IsSolid(int x, int y) constCCollision
IsSpeedup(int Index) constCCollision
IsTeleCheckpoint(int Index) constCCollision
IsTeleport(int Index) constCCollision
IsTeleportHook(int Index) constCCollision
IsTeleportWeapon(int Index) constCCollision
IsThrough(int x, int y, int OffsetX, int OffsetY, vec2 Pos0, vec2 Pos1) constCCollision
IsTimeCheckpoint(int Index) constCCollision
IsTune(int Index) constCCollision
IsWallJump(int Index) constCCollision
Layers() constCCollisioninline
m_HeightCCollisionprivate
m_HighestSwitchNumberCCollision
m_pDoorCCollisionprivate
m_pFrontCCollisionprivate
m_pLayersCCollisionprivate
m_pSpeedupCCollisionprivate
m_pSwitchCCollisionprivate
m_pTeleCCollisionprivate
m_pTilesCCollisionprivate
m_pTuneCCollisionprivate
m_TeleCheckOutsCCollisionprivate
m_TeleInsCCollisionprivate
m_TeleOthersCCollisionprivate
m_TeleOutsCCollisionprivate
m_WidthCCollisionprivate
MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, vec2 Elasticity, bool *pGrounded=nullptr) constCCollision
MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, int *pBounces) constCCollision
SetCollisionAt(float x, float y, int Index)CCollision
SetDCollisionAt(float x, float y, int Type, int Flags, int Number)CCollision
SpeedupLayer() constCCollisioninline
SwitchLayer() constCCollisioninline
TeleAllGet(int Number, size_t Offset)CCollision
TeleAllSize(int Number)CCollision
TeleCheckOuts(int Number)CCollisioninline
TeleIns(int Number)CCollisioninline
TeleLayer() constCCollisioninline
TeleOthers(int Number)CCollisioninline
TeleOuts(int Number)CCollisioninline
TestBox(vec2 Pos, vec2 Size) constCCollision
TileExists(int Index) constCCollision
TileExistsNext(int Index) constCCollision
TuneLayer() constCCollisioninline
Unload()CCollision
~CCollision()CCollision