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| 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) |
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vec2 | GetPos (float Time) |
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CProjectileData | GetData () const |
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void | Tick () override |
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bool | Match (CProjectile *pProj) |
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void | SetBouncing (int Value) |
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const vec2 & | GetDirection () |
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const int & | GetOwner () |
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const int & | GetStartTick () |
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| CProjectile (CGameWorld *pGameWorld, int Id, const CProjectileData *pProj) |
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| 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) |
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vec2 | GetPos (float Time) |
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void | FillInfo (CNetObj_Projectile *pProj) |
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virtual void | Reset () override |
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virtual void | Tick () override |
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virtual void | TickPaused () override |
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virtual void | Snap (int SnappingClient) override |
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virtual void | SwapClients (int Client1, int Client2) override |
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void | SetBouncing (int Value) |
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bool | FillExtraInfoLegacy (CNetObj_DDRaceProjectile *pProj) |
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void | FillExtraInfo (CNetObj_DDNetProjectile *pProj) |
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virtual int | GetOwnerId () const override |
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int | GetId () const |
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| CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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virtual | ~CEntity () |
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std::vector< SSwitchers > & | Switchers () |
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CGameWorld * | GameWorld () |
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CTuningParams * | Tuning () |
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CTuningParams * | TuningList () |
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CTuningParams * | GetTuning (int i) |
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class CCollision * | Collision () |
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CEntity * | TypeNext () |
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CEntity * | TypePrev () |
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const vec2 & | GetPos () const |
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float | GetProximityRadius () const |
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void | Destroy () |
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virtual void | PreTick () |
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virtual void | Tick () |
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virtual void | TickDeferred () |
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bool | GameLayerClipped (vec2 CheckPos) |
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CEntity * | NextEntity () |
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void | Keep () |
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| CEntity () |
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int | GetId () const |
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| CEntity (CGameWorld *pGameWorld, int Objtype, vec2 Pos=vec2(0, 0), int ProximityRadius=0) |
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virtual | ~CEntity () |
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std::vector< SSwitchers > & | Switchers () |
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CGameWorld * | GameWorld () |
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CTuningParams * | Tuning () |
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CTuningParams * | TuningList () |
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CTuningParams * | GetTuning (int i) |
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class CConfig * | Config () |
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class CGameContext * | GameServer () |
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class IServer * | Server () |
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CCollision * | Collision () |
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CEntity * | TypeNext () |
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CEntity * | TypePrev () |
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const vec2 & | GetPos () const |
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float | GetProximityRadius () const |
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virtual void | Destroy () |
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virtual void | Reset () |
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virtual void | Tick () |
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virtual void | TickDeferred () |
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virtual void | TickPaused () |
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virtual void | Snap (int SnappingClient) |
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virtual void | PostSnap () |
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virtual void | SwapClients (int Client1, int Client2) |
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virtual ESaveResult | BlocksSave (int ClientId) |
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virtual int | GetOwnerId () const |
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bool | NetworkClipped (int SnappingClient) const |
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bool | NetworkClipped (int SnappingClient, vec2 CheckPos) const |
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bool | NetworkClippedLine (int SnappingClient, vec2 StartPos, vec2 EndPos) const |
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bool | GameLayerClipped (vec2 CheckPos) |
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bool | GetNearestAirPos (vec2 Pos, vec2 PrevPos, vec2 *pOutPos) |
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bool | GetNearestAirPosPlayer (vec2 PlayerPos, vec2 *pOutPos) |
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