CastToBullet() | CObject | [virtual] |
CastToEnemy() | CObject | [virtual] |
CastToPlayer() | CObject | [virtual] |
CastToWeapon() | CObject | [virtual] |
CObject() | CObject | [private] |
CObject(CSprite *pSprite) | CObject | |
CollisionHor(int x, int y, int *iTileY) | CObject | |
CollisionVer(int x, int y, int *iTileX) | CObject | |
Frame(Uint8 *keystate, Uint32 iDeltaTime) | CObject | |
iLastCollisionStatus | CObject | |
Interact(CObject *pObj) | CObject | [virtual] |
Logic(Uint8 *keystate, Uint32 iDeltaTime) | CObject | |
mbDead | CObject | |
mbJumpLock | CObject | |
miHP | CObject | |
miRemoveHP_Timeout | CObject | |
mpSprite | CObject | |
mpWeapon | CObject | |
mvVel | CObject | |
Remove() | CObject | |
RemoveAndFree() | CObject | |
RemoveHP(int hp) | CObject | |
SetAnimFall() | CObject | [virtual] |
SetAnimJump() | CObject | [virtual] |
SetAnimMove() | CObject | [virtual] |
SetAnimStand() | CObject | [virtual] |
UpdateMovement(Uint8 *keystate, Uint32 iDeltaTime, int iCollisionStatus) | CObject | [virtual] |
Weapon_AddAmmo(int amount) | CObject | |
Weapon_GetAmmo() | CObject | |
~CObject() | CObject | [virtual] |