CProjectile ClassΒΆ
Quick Ref |
virtual void CProjectile::AIUpdate() |
virtual void CProjectile::CallBack() |
virtual void CProjectileNewScorcher::DeliverEffects() |
virtual int CProjectile::SaveProjectile() |
virtual void CProjectile::Marshal(SProjectileWrapper* pProjWrapper) |
virtual void CProjectile::SetTargetType(CAIObjectType& type) |
virtual void CProjectileChain::Render(CGameArea* __formal) |
virtual unsigned long CProjectile::GetDefaultRenderFlags() |
virtual void CProjectile::Fire(CGameArea* __formal) |
void CProjectile::CProjectile(CProjectileFileFormat* pProj) |
void CProjectile::CProjectile() |
void CProjectileArea::CProjectileArea(CProjectileAreaFileFormat* pProj, CGameAIBase* pSprite, CResRef resref) |
void CProjectileBAM::CProjectileBAM(CProjectileBAMFileFormat* pProj) |
void CProjectileBAM::CProjectileBAM(CResRef res) |
void CProjectileChain::CProjectileChain(unsigned short projectileType, CResRef animation, short num, short delay, int originCaster, CAIObjectType targetType) |
void CProjectileColorSpray::CProjectileColorSpray() |
void CProjectileConeOfCold::CProjectileConeOfCold() |
void CProjectileFall::CProjectileFall(CResRef res) |
void CProjectileFireHands::CProjectileFireHands() |
void CProjectileInvisibleTravelling::CProjectileInvisibleTravelling() |
void CProjectileLightningBoltGround::CProjectileLightningBoltGround() |
void CProjectileLightningBounce::CProjectileLightningBounce() |
void CProjectileLightningStorm::CProjectileLightningStorm(short num, unsigned short wPaletteType) |
void CProjectileMagicMissileMulti::CProjectileMagicMissileMulti(short num, unsigned short wPaletteType) |
void CProjectileMulti::CProjectileMulti(unsigned short projectileType, CProjectileBAMFileFormat* pProj, CGameAIBase* pSprite) |
void CProjectileMulti::CProjectileMulti(unsigned short projectileType, CResRef animation, short num, unsigned short wPaletteType) |
void CProjectileMushroom::CProjectileMushroom() |
void CProjectileNewScorcher::CProjectileNewScorcher(CProjectileBAMFileFormat* pProj) |
void CProjectileScorcher::CProjectileScorcher(CResRef res) |
void CProjectileSegment::CProjectileSegment(CResRef bam, CVidPalette* palette, short direction, short counter) |
void CProjectileSkyStrike::CProjectileSkyStrike(CString& animation, CString& sound, unsigned char colorCode, int bGlow, unsigned short duration) |
void CProjectileSkyStrikeBAM::CProjectileSkyStrikeBAM(CProjectileBAMFileFormat* pProj) |
void CProjectileSpellHit::CProjectileSpellHit(CString& animation, CString& sound, CString& palette, unsigned long dwRenderFlags, unsigned char transparency) |
void CProjectileTravelDoor::CProjectileTravelDoor(CString& animation, CString& sound, CString& palette, unsigned long dwRenderFlags, unsigned char transparency) |
virtual void CProjectile::~CProjectile() |
virtual void CProjectileBAM::~CProjectileBAM() |
virtual void CProjectileArea::AIUpdate() |
virtual void CProjectileBAM::AIUpdate() |
virtual void CProjectileChain::AIUpdate() |
virtual void CProjectileColorSpray::AIUpdate() |
virtual void CProjectileFall::AIUpdate() |
virtual void CProjectileFireHands::AIUpdate() |
virtual void CProjectileLightningBounce::AIUpdate() |
virtual void CProjectileMushroom::AIUpdate() |
virtual void CProjectileNewScorcher::AIUpdate() |
virtual void CProjectileScorcher::AIUpdate() |
virtual void CProjectileConeOfCold::AIUpdate() |
virtual void CProjectileSegment::AIUpdate() |
virtual void CProjectileSkyStrike::AIUpdate() |
virtual void CProjectileSpellHit::AIUpdate() |
virtual void CProjectileTravelDoor::AIUpdate() |
void CProjectile::AddEffect(CGameEffect* effect) |
void CProjectile::AddExtraEffects() |
virtual void CProjectileNewScorcher::ApplyEffectsToArea() |
virtual void CProjectileNewScorcher::ApplyEffectsToTarget(long* node, bool primaryTargetFlag) |
int CProjectileArea::AreaEffect(unsigned char bEntryOnly) |
bool CProjectileBAM::BounceAI() |
void CProjectileBAM::CalculateFXRect(CRect& rFX, CPoint& ptReference, long posZ, CVidCell* vidCell) |
virtual void CProjectileChain::CallBack() |
virtual unsigned char CProjectile::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck) |
virtual unsigned char CProjectileArea::CanSaveGame(unsigned long& strError, int restCheck, int combatCheck) |
void CProjectile::ClearEffects() |
virtual unsigned char CProjectileArea::CompressTime(unsigned long deltaTime) |
virtual CProjectileArea* __cdecl **CProjectileArea::CreateObject(CGameArea* pArea, CAreaFileProjectileObject* pProjObject, unsigned char* pEffects, unsigned long nEffectSize, unsigned long deltaTime) = 0 |
CProjectile* CProjectileArea::CreateSecondary(int& firstPass) |
virtual CProjectile* __cdecl CProjectile::DecodeProjectile(const unsigned short wProjectileType, CGameAIBase* pSprite) = 0 |
virtual void CProjectile::DeliverEffects() |
long CProjectile::DetermineHeight(CGameObject* pCaster) |
void CProjectileConeOfCold::DoLayers(CPoint& start, short nLayers, short direction, int leftOnly) |
void CProjectileArea::Explode() |
virtual void CProjectileAmbiant::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileArea::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileBAM::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileChain::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType) |
virtual void CProjectileColorSpray::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileConeOfCold::Fire(CGameArea* pArea, long source, long dummyId, CPoint ptTarget, long nHeight, short nType) |
virtual void CProjectileFall::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileInstant::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileLightningBoltGround::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType) |
virtual void CProjectileLightningBounce::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileMulti::Fire(CGameArea* pArea, long source, long dummy, CPoint target, long nHeight, short nType) |
virtual void CProjectileMushroom::Fire(CGameArea* pArea, CPoint source) |
virtual void CProjectileNewScorcher::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileFireHands::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileScorcher::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileSegment::Fire(CGameArea* pArea, CPoint& start, long nHeight) |
virtual void CProjectileSkyStrike::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileSpellHit::Fire(CGameArea* pArea, long source, long target, CPoint targetPos, long nHeight, short nType) |
virtual void CProjectileTravelDoor::Fire(CGameArea* pArea, long sourceId, long targetId, CPoint targetPos, long nHeight, short nType) |
short CProjectile::GetDirection(CPoint target) |
virtual void CProjectile::GetPreview(CGameArea* pArea) |
virtual void CProjectileArea::GetPreview(CGameArea* pArea) |
virtual void CProjectileBAM::GetPreview(CGameArea* pArea) |
virtual void __cdecl CProjectile::GetStart(long id, CPoint& start, unsigned char bCastOffset) = 0 |
virtual CAIObjectType CProjectile::GetTargetType() |
virtual CAIObjectType CProjectileArea::GetTargetType() |
virtual CAIObjectType CProjectileChain::GetTargetType() |
virtual void __cdecl CProjectileNewScorcher::InitVertexOffsets() = 0 |
virtual void CProjectileArea::Marshal(SProjectileWrapper* pProjWrapper) |
virtual void CProjectileBAM::Move(CPoint ptCurrDest) |
virtual void CProjectile::OnArrival() |
virtual void CProjectileArea::OnArrival() |
virtual void CProjectileBAM::OnArrival() |
void CProjectile::PlaySound(CResRef res, int loop, int bFireAndForget) |
int CProjectileArea::RayAreaEffect() |
int CProjectileArea::RectangleAreaEffect() |
virtual void CProjectile::RemoveSelf() |
virtual void CProjectileBAM::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileNewScorcher::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileScorcher::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileSkyStrike::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileSkyStrikeBAM::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileSpellHit::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual void CProjectileTravelDoor::Render(CGameArea* pArea, CVidMode* pVidMode) |
virtual int CProjectileArea::SaveProjectile() |
virtual void CProjectile::SetDefaultRenderFlags(unsigned long f) |
void CProjectileBAM::SetRange(unsigned short nRange, unsigned short nValue) |
virtual void CProjectileArea::SetTargetType(CAIObjectType& type) |
virtual void CProjectileChain::SetTargetType(CAIObjectType& type) |
void CProjectileBAM::SetVidCell(CVidCell* vidCell) |