BlocksSave(int ClientId) | CEntity | inlinevirtual |
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) | CEntity | |
CEntity() | CEntity | inline |
CEntity(CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) | CEntity | |
CGameWorld | CProjectile | friend |
CItems | CProjectile | friend |
Collision() | CEntity | inline |
Collision() | CEntity | inline |
Config() | CEntity | inline |
CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, int SoundImpact, int Layer=0, int Number=0) | CProjectile | |
CProjectile(CGameWorld *pGameWorld, int Id, const CProjectileData *pProj) | CProjectile | |
CProjectile(CGameWorld *pGameWorld, int Type, int Owner, vec2 Pos, vec2 Dir, int Span, bool Freeze, bool Explosive, int SoundImpact, vec2 InitDir, int Layer=0, int Number=0) | CProjectile | |
Destroy() | CEntity | inline |
Destroy() | CEntity | inlinevirtual |
FillExtraInfo(CNetObj_DDNetProjectile *pProj) | CProjectile | |
FillExtraInfoLegacy(CNetObj_DDRaceProjectile *pProj) | CProjectile | |
FillInfo(CNetObj_Projectile *pProj) | CProjectile | |
GameLayerClipped(vec2 CheckPos) | CEntity | |
GameLayerClipped(vec2 CheckPos) | CEntity | |
GameServer() | CEntity | inline |
GameWorld() | CEntity | inline |
GameWorld() | CEntity | inline |
GetData() const | CProjectile | |
GetDirection() | CProjectile | inline |
GetId() const | CEntity | inline |
GetId() const | CEntity | inline |
GetNearestAirPos(vec2 Pos, vec2 PrevPos, vec2 *pOutPos) | CEntity | |
GetNearestAirPosPlayer(vec2 PlayerPos, vec2 *pOutPos) | CEntity | |
GetOwner() | CProjectile | inline |
GetOwnerId() const override | CProjectile | inlinevirtual |
GetPos(float Time) | CProjectile | |
GetPos(float Time) | CProjectile | |
CEntity::GetPos() const | CEntity | inline |
GetProximityRadius() const | CEntity | inline |
GetProximityRadius() const | CEntity | inline |
GetStartTick() | CProjectile | inline |
GetTuning(int i) | CEntity | inline |
GetTuning(int i) | CEntity | inline |
Keep() | CEntity | inline |
m_BelongsToPracticeTeam | CProjectile | private |
m_Bouncing | CProjectile | private |
m_DestroyTick | CEntity | |
m_Direction | CProjectile | private |
m_Explosive | CProjectile | private |
m_Force | CProjectile | private |
m_Freeze | CProjectile | private |
m_Id | CEntity | protected |
m_InitDir | CProjectile | private |
m_LastRenderTick | CEntity | |
m_Layer | CEntity | |
m_LifeSpan | CProjectile | private |
m_MarkedForDestroy | CEntity | protected |
m_Number | CEntity | |
m_ObjType | CEntity | protected |
m_Owner | CProjectile | private |
m_pCCollision | CEntity | private |
m_pChild | CEntity | |
m_pGameWorld | CEntity | protected |
m_pNextTypeEntity | CEntity | private |
m_Pos | CEntity | |
m_pParent | CEntity | |
m_pPrevTypeEntity | CEntity | private |
m_ProximityRadius | CEntity | |
m_SnapTicks | CEntity | |
m_SoundImpact | CProjectile | private |
m_StartTick | CProjectile | private |
m_TuneZone | CProjectile | private |
m_Type | CProjectile | private |
Match(CProjectile *pProj) | CProjectile | |
NetworkClipped(int SnappingClient) const | CEntity | |
NetworkClipped(int SnappingClient, vec2 CheckPos) const | CEntity | |
NetworkClippedLine(int SnappingClient, vec2 StartPos, vec2 EndPos) const | CEntity | |
NextEntity() | CEntity | inline |
PostSnap() | CEntity | inlinevirtual |
PreTick() | CEntity | inlinevirtual |
Reset() override | CProjectile | virtual |
Server() | CEntity | inline |
SetBouncing(int Value) | CProjectile | |
SetBouncing(int Value) | CProjectile | |
Snap(int SnappingClient) override | CProjectile | virtual |
SwapClients(int Client1, int Client2) override | CProjectile | virtual |
Switchers() | CEntity | inline |
Switchers() | CEntity | inline |
Tick() override | CProjectile | virtual |
Tick() override | CProjectile | virtual |
TickDeferred() | CEntity | inlinevirtual |
TickDeferred() | CEntity | inlinevirtual |
TickPaused() override | CProjectile | virtual |
Tuning() | CEntity | inline |
Tuning() | CEntity | inline |
TuningList() | CEntity | inline |
TuningList() | CEntity | inline |
TypeNext() | CEntity | inline |
TypeNext() | CEntity | inline |
TypePrev() | CEntity | inline |
TypePrev() | CEntity | inline |
~CEntity() | CEntity | virtual |
~CEntity() | CEntity | virtual |