Vegastrike 0.5.1 rc1  1.0
Original sources for Vegastrike Evolved
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GameStarSystem Member List

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

activateLightMap(int stage=1)GameStarSystemvirtual
AddMissileToQueue(class MissileEffect *)StarSystemvirtual
AddStarsystemToUniverse(const std::string &filename)StarSystemprotected
AddUnit(Unit *unit)StarSystem
Atmosphere classGameStarSystemfriend
beginElement(const std::string &name, const AttributeList &attributes)StarSystemprotected
beginElement(void *userData, const XML_Char *name, const XML_Char **atts)StarSystemstatic
boltsStarSystem
collidemapStarSystem
collidetableStarSystem
contterrainsStarSystemprotected
createBackground(StarSystem::StarXML *xml)GameStarSystemvirtual
current_sim_locationStarSystemprotected
current_stageStarSystemprotected
dischargedMissilesStarSystemprotected
DoJumpingComeSightAndSound(Unit *un)GameStarSystemvirtual
DoJumpingLeaveSightAndSound(Unit *un)GameStarSystemvirtual
Draw(bool DrawCockpit=true)GameStarSystemvirtual
DrawJumpStars()GameStarSystemstatic
drawListStarSystemprotected
endElement(const std::string &name)StarSystemprotected
endElement(void *userData, const XML_Char *name)StarSystemstatic
ExecuteUnitAI()StarSystem
filenameStarSystemprotected
GameStarSystem(const char *filename, const Vector &centr=Vector(0, 0, 0), const float timeofyear=0)GameStarSystem
getBackground()GameStarSysteminlinevirtual
getClickList()GameStarSystemvirtual
getContTerrain(unsigned int which)GameStarSysteminlinevirtual
getCurrentSimFrame() const StarSysteminline
getFileName() const StarSystem
getLightMap()GameStarSystemvirtual
getName()StarSystem
getTerrain(unsigned int which)GameStarSysteminlinevirtual
getUnitList()StarSysteminline
GetZone()StarSysteminline
gravitationalUnits()StarSysteminline
GravitationalUnitsStarSystemprotected
JumpTo(Unit *unit, Unit *jumppoint, const std::string &system, bool force=false, bool save_coordinates=false)StarSystem
last_collisionsStarSystem
lightcontextStarSystemprotected
LoadXML(const char *, const Vector &centroid, const float timeofyear)StarSystemprotected
MISSION_SIMULATION enum valueStarSystemprotected
nameStarSystemprotected
nextSignificantUnit()StarSystem
no_collision_timeStarSystemprotected
numContTerrain()GameStarSysteminlinevirtual
numTerrain()GameStarSysteminlinevirtual
PHY_NUM enum valueStarSystemprotected
physics_bufferStarSystemprotected
PHYSICS_STAGE enum nameStarSystemprotected
PROCESS_UNIT enum valueStarSystemprotected
ProcessPendingJumps()StarSystemstatic
RemoveStarsystemFromUniverse()StarSystemprotected
RemoveUnit(Unit *unit)StarSystem
RequestPhysics(Unit *un, unsigned int queue)StarSystem
SetZone(unsigned int zonenum)StarSysteminline
sigIterStarSystemprotected
starsStarSystemprotected
StarSystem()StarSystem
StarSystem(const char *filename, const Vector &centroid=Vector(0, 0, 0), const float timeofyear=0)StarSystem
statsStarSystem
SwapIn()GameStarSystemvirtual
SwapOut()GameStarSystemvirtual
terrainsStarSystemprotected
timeStarSystemprotected
Update(float priority, bool executeDirector)GameStarSystem
StarSystem::Update(float priority)StarSystem
UpdateMissiles()StarSystemvirtual
UpdateUnitPhysics(bool firstframe)StarSystem
VolitalizeJumpAnimation(const int ani)GameStarSystemvirtual
xmlStarSystemprotected
zoneStarSystemprotected
~GameStarSystem()GameStarSystemvirtual
~StarSystem()StarSystemvirtual