Vegastrike 0.5.1 rc1  1.0
Original sources for Vegastrike Evolved
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GameUnit< UnitType > Member List

This is the complete list of members for GameUnit< UnitType >, including all inherited members.

addHalo(const char *filename, const QVector &loc, const Vector &size, const GFXColor &col, std::string halo_type, float halo_speed)GameUnit< UnitType >
applyTechniqueOverrides(const std::map< std::string, std::string > &overrides)GameUnit< UnitType >virtual
ArmorDamageSound(const Vector &pnt)GameUnit< UnitType >virtual
Cloak(bool cloak)GameUnit< UnitType >virtual
DealDamageToShield(const Vector &pnt, float &Damage)GameUnit< UnitType >
Draw(const Transformation &quat, const Matrix &m)GameUnit< UnitType >virtual
Draw(const Transformation &quat)GameUnit< UnitType >virtual
Draw()GameUnit< UnitType >virtual
DrawNow(const Matrix &m, float lod=1000000000)GameUnit< UnitType >virtual
DrawNow()GameUnit< UnitType >virtual
Explode(bool draw, float timeit)GameUnit< UnitType >
FixGauges()GameUnit< UnitType >
GameUnit(int dummy)GameUnit< UnitType >
GameUnit(std::vector< Mesh * > &meshes, bool Subunit, int faction)GameUnit< UnitType >
GameUnit(const char *filename, bool SubUnit, int faction, std::string customizedUnit=std::string(""), Flightgroup *flightgroup=NULL, int fg_subnumber=0, std::string *netxml=NULL)GameUnit< UnitType >
getHudImage() const GameUnit< UnitType >
GetImageInformation()GameUnit< UnitType >
HullDamageSound(const Vector &pnt)GameUnit< UnitType >virtual
nummesh() const GameUnit< UnitType >
phalosGameUnit< UnitType >
queryFrustum(double frustum[6][4]) const GameUnit< UnitType >
querySphereClickList(int, int, float err, Camera *activeCam)GameUnit< UnitType >
RequestClearance(Unit *dockingunit)GameUnit< UnitType >
ResolveForces(const Transformation &, const Matrix &)GameUnit< UnitType >
sparkle_accumGameUnit< UnitType >
Split(int level)GameUnit< UnitType >
Thrust(const Vector &amt, bool afterburn=false)GameUnit< UnitType >
TransferUnitToSystem(unsigned int whichJumpQueue, StarSystem *&previouslyActiveStarSystem, bool DoSightAndSound)GameUnit< UnitType >
UnitFactory classGameUnit< UnitType >friend
UpdateHudMatrix(int whichcam)GameUnit< UnitType >
UpdatePhysics2(const Transformation &trans, const Transformation &old_physical_state, const Vector &accel, float difficulty, const Matrix &transmat, const Vector &CumulativeVelocity, bool ResolveLast, UnitCollection *uc=NULL)GameUnit< UnitType >virtual
Upgrade(const std::string &file, int mountoffset, int subunitoffset, bool force, bool loop_through_mounts)GameUnit< UnitType >
UpgradeInterface(Unit *base)GameUnit< UnitType >
UpgradeSubUnits(const Unit *up, int subunitoffset, bool touchme, bool downgrade, int &numave, double &percentage)GameUnit< UnitType >
WarpMatrix(const Matrix &ctm) const GameUnit< UnitType >
~GameUnit()GameUnit< UnitType >virtual