activateLightMap(int stage=1) | GameStarSystem | virtual |
AddMissileToQueue(class MissileEffect *) | StarSystem | virtual |
AddStarsystemToUniverse(const std::string &filename) | StarSystem | protected |
AddUnit(Unit *unit) | StarSystem | |
Atmosphere class | GameStarSystem | friend |
beginElement(const std::string &name, const AttributeList &attributes) | StarSystem | protected |
beginElement(void *userData, const XML_Char *name, const XML_Char **atts) | StarSystem | static |
bolts | StarSystem | |
collidemap | StarSystem | |
collidetable | StarSystem | |
contterrains | StarSystem | protected |
createBackground(StarSystem::StarXML *xml) | GameStarSystem | virtual |
current_sim_location | StarSystem | protected |
current_stage | StarSystem | protected |
dischargedMissiles | StarSystem | protected |
DoJumpingComeSightAndSound(Unit *un) | GameStarSystem | virtual |
DoJumpingLeaveSightAndSound(Unit *un) | GameStarSystem | virtual |
Draw(bool DrawCockpit=true) | GameStarSystem | virtual |
DrawJumpStars() | GameStarSystem | static |
drawList | StarSystem | protected |
endElement(const std::string &name) | StarSystem | protected |
endElement(void *userData, const XML_Char *name) | StarSystem | static |
ExecuteUnitAI() | StarSystem | |
filename | StarSystem | protected |
GameStarSystem(const char *filename, const Vector ¢r=Vector(0, 0, 0), const float timeofyear=0) | GameStarSystem | |
getBackground() | GameStarSystem | inlinevirtual |
getClickList() | GameStarSystem | virtual |
getContTerrain(unsigned int which) | GameStarSystem | inlinevirtual |
getCurrentSimFrame() const | StarSystem | inline |
getFileName() const | StarSystem | |
getLightMap() | GameStarSystem | virtual |
getName() | StarSystem | |
getTerrain(unsigned int which) | GameStarSystem | inlinevirtual |
getUnitList() | StarSystem | inline |
GetZone() | StarSystem | inline |
gravitationalUnits() | StarSystem | inline |
GravitationalUnits | StarSystem | protected |
JumpTo(Unit *unit, Unit *jumppoint, const std::string &system, bool force=false, bool save_coordinates=false) | StarSystem | |
last_collisions | StarSystem | |
lightcontext | StarSystem | protected |
LoadXML(const char *, const Vector ¢roid, const float timeofyear) | StarSystem | protected |
MISSION_SIMULATION enum value | StarSystem | protected |
name | StarSystem | protected |
nextSignificantUnit() | StarSystem | |
no_collision_time | StarSystem | protected |
numContTerrain() | GameStarSystem | inlinevirtual |
numTerrain() | GameStarSystem | inlinevirtual |
PHY_NUM enum value | StarSystem | protected |
physics_buffer | StarSystem | protected |
PHYSICS_STAGE enum name | StarSystem | protected |
PROCESS_UNIT enum value | StarSystem | protected |
ProcessPendingJumps() | StarSystem | static |
RemoveStarsystemFromUniverse() | StarSystem | protected |
RemoveUnit(Unit *unit) | StarSystem | |
RequestPhysics(Unit *un, unsigned int queue) | StarSystem | |
SetZone(unsigned int zonenum) | StarSystem | inline |
sigIter | StarSystem | protected |
stars | StarSystem | protected |
StarSystem() | StarSystem | |
StarSystem(const char *filename, const Vector ¢roid=Vector(0, 0, 0), const float timeofyear=0) | StarSystem | |
stats | StarSystem | |
SwapIn() | GameStarSystem | virtual |
SwapOut() | GameStarSystem | virtual |
terrains | StarSystem | protected |
time | StarSystem | protected |
Update(float priority, bool executeDirector) | GameStarSystem | |
StarSystem::Update(float priority) | StarSystem | |
UpdateMissiles() | StarSystem | virtual |
UpdateUnitPhysics(bool firstframe) | StarSystem | |
VolitalizeJumpAnimation(const int ani) | GameStarSystem | virtual |
xml | StarSystem | protected |
zone | StarSystem | protected |
~GameStarSystem() | GameStarSystem | virtual |
~StarSystem() | StarSystem | virtual |