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MWMechanics::CharacterController Member List

This is the complete list of members for MWMechanics::CharacterController, including all inherited members.

AnimationQueue typedefMWMechanics::CharacterControllerprivate
castSpell(const std::string spellId, bool manualSpell=false)MWMechanics::CharacterController
CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim)MWMechanics::CharacterController
chooseRandomAttackAnimation() const MWMechanics::CharacterControllerprivate
chooseRandomDeathState() const MWMechanics::CharacterControllerprivate
chooseRandomGroup(const std::string &prefix, int *num=NULL) const MWMechanics::CharacterControllerprivate
clearAnimQueue(bool clearPersistAnims=false)MWMechanics::CharacterControllerprivate
forceStateUpdate()MWMechanics::CharacterController
getAttackStrength() const MWMechanics::CharacterController
handleTextKey(const std::string &groupname, const std::multimap< float, std::string >::const_iterator &key, const std::multimap< float, std::string > &map)MWMechanics::CharacterControllervirtual
isAnimPlaying(const std::string &groupName)MWMechanics::CharacterController
isAttackingOrSpell() const MWMechanics::CharacterController
isAttackPreparing() const MWMechanics::CharacterController
isCastingSpell() const MWMechanics::CharacterController
isDead() const MWMechanics::CharacterControllerinline
isKnockedDown() const MWMechanics::CharacterController
isKnockedOut() const MWMechanics::CharacterController
isPersistentAnimPlaying()MWMechanics::CharacterControllerprivate
isRandomAttackAnimation(const std::string &group) const MWMechanics::CharacterControllerprivate
isReadyToBlock() const MWMechanics::CharacterController
isRecovery() const MWMechanics::CharacterController
isRunning() const MWMechanics::CharacterController
isSneaking() const MWMechanics::CharacterController
isTurning() const MWMechanics::CharacterController
kill()MWMechanics::CharacterController
KillResult enum nameMWMechanics::CharacterController
mAdjustMovementAnimSpeedMWMechanics::CharacterControllerprivate
mAnimationMWMechanics::CharacterControllerprivate
mAnimQueueMWMechanics::CharacterControllerprivate
mAttackingOrSpellMWMechanics::CharacterControllerprivate
mAttackStrengthMWMechanics::CharacterControllerprivate
mAttackTypeMWMechanics::CharacterControllerprivate
mCastingManualSpellMWMechanics::CharacterControllerprivate
mCurrentDeathMWMechanics::CharacterControllerprivate
mCurrentHitMWMechanics::CharacterControllerprivate
mCurrentIdleMWMechanics::CharacterControllerprivate
mCurrentJumpMWMechanics::CharacterControllerprivate
mCurrentMovementMWMechanics::CharacterControllerprivate
mCurrentWeaponMWMechanics::CharacterControllerprivate
mDeathStateMWMechanics::CharacterControllerprivate
mFloatToSurfaceMWMechanics::CharacterControllerprivate
mHasMovedInXYMWMechanics::CharacterControllerprivate
mHeadTrackTargetMWMechanics::CharacterControllerprivate
mHitStateMWMechanics::CharacterControllerprivate
mIdleStateMWMechanics::CharacterControllerprivate
mJumpStateMWMechanics::CharacterControllerprivate
mMovementAnimationControlledMWMechanics::CharacterControllerprivate
mMovementAnimSpeedMWMechanics::CharacterControllerprivate
mMovementStateMWMechanics::CharacterControllerprivate
mPtrMWMechanics::CharacterControllerprivate
mSecondsOfRunningMWMechanics::CharacterControllerprivate
mSecondsOfSwimmingMWMechanics::CharacterControllerprivate
mSkipAnimMWMechanics::CharacterControllerprivate
mTimeUntilWakeMWMechanics::CharacterControllerprivate
mTurnAnimationThresholdMWMechanics::CharacterControllerprivate
mUpperBodyStateMWMechanics::CharacterControllerprivate
mWeaponMWMechanics::CharacterControllerprivate
mWeaponTypeMWMechanics::CharacterControllerprivate
persistAnimationState()MWMechanics::CharacterController
playDeath(float startpoint, CharacterState death)MWMechanics::CharacterControllerprivate
playGroup(const std::string &groupname, int mode, int count, bool persist=false)MWMechanics::CharacterController
playRandomDeath(float startpoint=0.0f)MWMechanics::CharacterControllerprivate
playSwishSound(float attackStrength)MWMechanics::CharacterController
readyToPrepareAttack() const MWMechanics::CharacterController
readyToStartAttack() const MWMechanics::CharacterController
refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false)MWMechanics::CharacterControllerprivate
refreshHitRecoilAnims(CharacterState &idle)MWMechanics::CharacterControllerprivate
refreshIdleAnims(const WeaponInfo *weap, CharacterState idle, bool force=false)MWMechanics::CharacterControllerprivate
refreshJumpAnims(const WeaponInfo *weap, JumpingState jump, CharacterState &idle, CharacterState &movement, bool force=false)MWMechanics::CharacterControllerprivate
refreshMovementAnims(const WeaponInfo *weap, CharacterState movement, CharacterState &idle, bool force=false)MWMechanics::CharacterControllerprivate
Result_DeathAnimFinished enum valueMWMechanics::CharacterController
Result_DeathAnimJustFinished enum valueMWMechanics::CharacterController
Result_DeathAnimPlaying enum valueMWMechanics::CharacterController
Result_DeathAnimStarted enum valueMWMechanics::CharacterController
resurrect()MWMechanics::CharacterController
setActive(int active)MWMechanics::CharacterController
setAIAttackType(const std::string &attackType)MWMechanics::CharacterController
setAttackingOrSpell(bool attackingOrSpell)MWMechanics::CharacterController
setAttackTypeBasedOnMovement()MWMechanics::CharacterControllerprivate
setAttackTypeRandomly(std::string &attackType)MWMechanics::CharacterControllerstatic
setHeadTrackTarget(const MWWorld::ConstPtr &target)MWMechanics::CharacterController
skipAnim()MWMechanics::CharacterController
unpersistAnimationState()MWMechanics::CharacterController
update(float duration)MWMechanics::CharacterController
updateAnimQueue()MWMechanics::CharacterControllerprivate
updateCarriedLeftVisible(WeaponType weaptype) const MWMechanics::CharacterControllerprivate
updateContinuousVfx()MWMechanics::CharacterController
updateCreatureState()MWMechanics::CharacterControllerprivate
updateHeadTracking(float duration)MWMechanics::CharacterControllerprivate
updateIdleStormState(bool inwater)MWMechanics::CharacterControllerprivate
updateMagicEffects()MWMechanics::CharacterControllerprivate
updatePtr(const MWWorld::Ptr &ptr)MWMechanics::CharacterController
updateWeaponState(CharacterState &idle)MWMechanics::CharacterControllerprivate
~CharacterController()MWMechanics::CharacterControllervirtual