Sector Member List

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

_currentSector [private, static]
activate(const std::string &spawnpoint)Sector
activate(const Vector &player_pos)Sector
add_bullet(const Vector &pos, const PlayerStatus *player_status, float xm, Direction dir)Sector
add_object(GameObject *object)Sector
add_smoke_cloud(const Vector &pos)Sector
ambient_lightSector [private]
before_object_add(GameObject *object)Sector [private]
before_object_remove(GameObject *object)Sector [private]
bulletsSector [private]
cameraSector
change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)Sector
collision_object(MovingObject *object1, MovingObject *object2) const Sector [private]
collision_static(collision::Constraints *constraints, const Vector &movement, const Rectf &dest, MovingObject &object)Sector [private]
collision_static_constrains(MovingObject &object)Sector [private]
collision_tile_attributes(const Rectf &dest) const Sector [private]
collision_tilemap(collision::Constraints *constraints, const Vector &movement, const Rectf &dest, MovingObject &object) constSector
current()Sector [inline, static]
currentmusicSector [private]
Currenton()Currenton< Sector > [inline, protected]
deactivate()Sector
draw(DrawingContext &context)Sector
draw_solids_onlySector [static]
effectSector
fix_old_tiles()Sector [private]
GameObjects typedefSector
gameobjectsSector
gameobjects_newSector [private]
get_active_region()Sector
get_ambient_blue()Sector [virtual]
get_ambient_green()Sector [virtual]
get_ambient_red()Sector [virtual]
get_gravity() constSector
get_height() constSector
get_level()Sector
get_music_type()Sector
get_name() constSector [inline]
get_nearby_objects(const Vector &center, float max_distance)Sector
get_nearest_player(const Vector &pos)Sector
get_nearest_player(const Rectf &pos)Sector [inline]
get_players()Sector [inline]
get_total_badguys()Sector
get_total_count()Sector [inline]
get_width() constSector
gravitySector
handle_collisions()Sector [private]
init_scriptSector [private]
inside(const Rectf &rectangle) const Sector
is_free_of_movingstatics(const Rectf &rect, const MovingObject *ignore_object=0) const Sector
is_free_of_statics(const Rectf &rect, const MovingObject *ignore_object=0, const bool ignoreUnisolid=false) const Sector
is_free_of_tiles(const Rectf &rect, const bool ignoreUnisolid=false) const Sector
levelSector [private]
moving_objectsSector
MovingObjects typedefSector
musicSector
nameSector [private]
operator=(const Sector &)Sector [private]
parse(const Reader &lisp)Sector
parse_object(const std::string &name, const Reader &lisp)Sector [private]
parse_old_format(const Reader &lisp)Sector
play_music(MusicType musictype)Sector
playerSector
Portables typedefSector
portablesSector
run_script(std::istream &in, const std::string &sourcename)Sector
ScriptList typedefSector [private]
scriptsSector [private]
Sector(Level *parent)Sector
Sector(const Sector &)Sector [private]
sector_tableSector [private]
set_ambient_light(float red, float green, float blue)Sector [virtual]
set_gravity(float gravity)Sector [virtual]
set_name(const std::string &name)Sector [inline]
show_collrectsSector [static]
solid_tilemapsSector
spawnpointsSector
SpawnPoints typedefSector
try_expose(GameObject *object)Sector [private]
try_expose_me()Sector [private]
try_unexpose(GameObject *object)Sector [private]
try_unexpose_me()Sector [private]
update(float elapsed_time)Sector
update_game_objects()Sector
~Currenton()Currenton< Sector > [inline, protected, virtual]
~Sector()Sector
~SSector()scripting::SSector [inline, virtual]


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