Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Tactics3D::MegaRL Member List

This is the complete list of members for Tactics3D::MegaRL, including all inherited members.

_attackRangeTactics3D::IWeaponprotected
_damageTactics3D::IWeaponprotected
_hasAngVelChangedOpenSkyNet::Core::ABCObjectprotected
_hasPosChangedOpenSkyNet::Core::ABCObjectprotected
_hasRotChangedOpenSkyNet::Core::ABCObjectprotected
_hasVelChangedOpenSkyNet::Core::ABCObjectprotected
_maxSpreadTactics3D::IWeaponprotected
_minSpreadTactics3D::IWeaponprotected
_nameOpenSkyNet::Core::ABCObjectprotected
_ownerTactics3D::ICollectibleprotected
_spreadTactics3D::IWeaponprotected
_spreadPerShotTactics3D::IWeaponprotected
ABCObject()OpenSkyNet::Core::ABCObjectinline
calcSpread()Tactics3D::MegaRLvirtual
fire(OpenSkyNet::CD::HitInfo &hitInfo_, OpenSkyNet::Core::Object *intendedTarget_, Action *action_)Tactics3D::MegaRLvirtual
getAim(OpenSkyNet::Math::Point<> &origin_, OpenSkyNet::Math::Point<> &dir_) const Tactics3D::IWeaponvirtual
getAngVel() const OpenSkyNet::Core::ABCObjectinlinevirtual
getAngVel(Math::Point<> &angVel_) const OpenSkyNet::Core::ABCObjectinlinevirtual
getAttackRange() const Tactics3D::IWeaponinline
getAttackRange()Tactics3D::IWeaponinline
getDamage() const Tactics3D::IWeaponinline
getHasAngVelChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getHasPosChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getHasRotChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getHasVelChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getMaxSpread() const Tactics3D::IWeaponinline
getMinSpread() const Tactics3D::IWeaponinline
getName() const OpenSkyNet::Core::ABCObjectinlinevirtual
getPhysicalObject() const OpenSkyNet::Core::ABCObjectinlinevirtual
getPhysicalObject()OpenSkyNet::Core::ABCObjectinlinevirtual
getPos() const Tactics3D::MegaRLinlinevirtual
getPos(OpenSkyNet::Math::Point<> &pos_) const Tactics3D::MegaRLinlinevirtual
getRot() const Tactics3D::MegaRLinlinevirtual
getRot(OpenSkyNet::Math::Matrix3x3 &rot_) const Tactics3D::MegaRLinlinevirtual
getSpread() const Tactics3D::IWeaponinline
getSpreadPerShot() const Tactics3D::IWeaponinline
getVel() const OpenSkyNet::Core::ABCObjectinlinevirtual
getVel(Math::Point<> &vel_) const OpenSkyNet::Core::ABCObjectinlinevirtual
getVisibleObject() const OpenSkyNet::Core::ABCObjectinlinevirtual
getVisibleObject()OpenSkyNet::Core::ABCObjectinlinevirtual
ICollectible(OpenSkyNet::Core::Object *owner_)Tactics3D::ICollectibleinline
IEquipable(OpenSkyNet::Core::Object *owner_)Tactics3D::IEquipableinline
IWeapon(OpenSkyNet::Core::Object *owner_, int damage_, float minSpread_, float maxSpread_, float spreadPerShot_)Tactics3D::IWeaponinline
MegaRL(OpenSkyNet::Core::Object *owner_, int damage_, float minSpread_, float maxSpread_, float spreadPerShot_)Tactics3D::MegaRL
Object()OpenSkyNet::Core::Objectinline
setAngVel(const Math::Point<> &angVel_)OpenSkyNet::Core::ABCObjectinlinevirtual
setHasAngVelChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setHasPosChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setHasRotChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setHasVelChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setName(const std::string &name_)OpenSkyNet::Core::ABCObjectinlinevirtual
setPos(const OpenSkyNet::Math::Point<> &pos_)Tactics3D::MegaRLinlinevirtual
setRot(const OpenSkyNet::Math::Matrix3x3 &rot_)Tactics3D::MegaRLinlinevirtual
setVel(const Math::Point<> &vel_)OpenSkyNet::Core::ABCObjectinlinevirtual
setVisible(bool isVisible_)Tactics3D::MegaRLinlinevirtual
~ABCObject()OpenSkyNet::Core::ABCObjectinlinevirtual
~ICollectible()Tactics3D::ICollectibleinlinevirtual
~IWeapon()Tactics3D::IWeaponvirtual
~MegaRL()Tactics3D::MegaRLvirtual
~Object()OpenSkyNet::Core::Objectinlinevirtual