action | Actor | [protected] |
activate(int event=1) | Npc_actor | [virtual] |
Actor(const std::string &nm, int shapenum, int num=-1, int uc=-1) | Actor | |
add(Game_object *obj, bool dont_check=false, bool combine=false) | Monster_actor | [virtual] |
add_dirty(int figure_rect=0) | Actor | |
add_quantity(int delta, int shapenum, int qual=c_any_qual, int framenum=c_any_framenum, int dontcreate=0) | Container_game_object | [virtual] |
add_readied(Game_object *obj, int index, int dont_check=0, int force_pos=0) | Actor | [virtual] |
alignment | Actor | [protected] |
Alignment enum name | Actor | |
ammo enum value | Actor | |
animator | Monster_actor | [private] |
approach_another(Actor *other, bool wait=false) | Actor | |
as_actor() | Actor | [inline, virtual] |
as_barge() | Game_object | [inline, virtual] |
as_container() | Container_game_object | [inline, virtual] |
as_egg() | Game_object | [inline, virtual] |
as_npc() | Npc_actor | [inline, virtual] |
as_terrain() | Game_object | [inline, virtual] |
attack_mode | Actor | [protected] |
Attack_mode enum name | Actor | |
attack_object(Actor *attacker, int weapon_shape, int ammo_shape) | Game_object | [protected] |
attacked(Actor *attacker, int weapon_shape=0, int ammo_shape=0) | Actor | [virtual] |
avatar_frames | Actor | [protected, static] |
back enum value | Actor | |
back2h_spot enum value | Actor | |
belt enum value | Actor | |
beserk enum value | Actor | |
blocks(Tile_coord tile) | Game_object | |
bow_frame enum value | Actor | |
cache_out() | Actor | |
call_readied_usecode(int index, Game_object *obj, int eventid) | Actor | [virtual] |
change_frame(int frnum) | Actor | |
change_member_shape(Game_object *obj, int newshape) | Actor | [virtual] |
check_temperature(bool freeze) | Actor | |
clear_dependencies() | Game_object | |
clear_flag(int flag) | Actor | [virtual] |
Clear_hit class | Actor | [friend] |
clear_nearby() | Npc_actor | [inline] |
clear_rest_time() | Actor | [inline] |
clear_siflag(int flag) | Actor | [virtual] |
clear_type_flag(int flag) | Actor | |
cloak_spot enum value | Actor | |
clone() | Actor | |
combat enum value | Actor | |
combat_protected | Actor | [protected] |
compare(class Ordering_info &inf1, Game_object *obj2) | Game_object | [static] |
Container_game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft, char res=0) | Container_game_object | [inline] |
Container_game_object() | Container_game_object | [inline] |
count_objects(int shapenum, int qual=c_any_qual, int framenum=c_any_framenum) | Container_game_object | [virtual] |
create(int shnum) | Monster_actor | [static] |
create(int shnum, Tile_coord pos, int sched=-1, int align=(int) Actor::neutral, bool tempoary=true, bool equipment=true) | Monster_actor | [static] |
create_quantity(int delta, int shapenum, int qual, int framenum, bool temporary=false) | Container_game_object | [virtual] |
cx | Game_object | [protected] |
cy | Game_object | [protected] |
defend enum value | Actor | |
delete_all() | Monster_actor | [static] |
delete_contents() | Container_game_object | [virtual] |
dexterity enum value | Actor | |
did_user_set_attack() const | Actor | [inline] |
die(Actor *attacker) | Monster_actor | [virtual] |
distance(Game_object *o2) const | Game_object | [inline] |
dormant | Actor | [protected] |
drop(Game_object *obj) | Actor | [virtual] |
ears_spot enum value | Actor | |
edit() | Actor | [virtual] |
elements_read() | Game_object | [inline, virtual] |
eman | Game_singletons | [protected, static] |
exp enum value | Actor | |
extract_contents() | Container_game_object | |
face_num | Actor | [protected] |
feet enum value | Actor | |
figure_hit_points(Actor *attacker, int weapon_shape, int ammo_shape) | Actor | |
figure_warmth() | Actor | |
figure_weapon_pos(int &weapon_x, int &weapon_y, int &weapon_frame) | Actor | |
find_best_spot(Game_object *obj) | Actor | |
find_blocking(Tile_coord tile) | Game_object | [static] |
find_closest(Game_object_vector &vec, int *shapenums, int num_shapes, int dist=24) | Game_object | |
find_closest(int *shapenums, int num_shapes, int dist=24) | Game_object | |
find_closest(int shapenum, int dist=24) | Game_object | [inline] |
find_door(Tile_coord tile) | Game_object | [static] |
find_item(int shapenum, int qual, int framenum) | Container_game_object | [virtual] |
find_nearby(Egg_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum) | Game_object | [static] |
find_nearby(Actor_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum) | Game_object | [static] |
find_nearby(Game_object_vector &vec, Tile_coord pos, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum) | Game_object | [static] |
find_nearby(Game_object_vector &vec, int shapenum, int delta, int mask, int qual=c_any_qual, int framenum=c_any_framenum) const | Game_object | |
find_nearby_actors(Actor_vector &vec, int shapenum, int delta) const | Game_object | |
find_nearby_eggs(Egg_vector &vec, int shapenum, int delta, int qual=c_any_qual, int frnum=c_any_framenum) const | Game_object | |
find_readied(Game_object *obj) | Actor | [virtual] |
find_schedule_change(int hour3) | Npc_actor | [protected] |
FIS_2Finger enum value | Actor | |
FIS_2Hand enum value | Actor | |
FIS_Other enum value | Actor | |
FIS_Spell enum value | Actor | |
FIS_Type enum name | Actor | |
fits_in_spot(Game_object *obj, int spot, FIS_Type type=FIS_Other) | Actor | |
flags | Ireg_game_object | [protected] |
flags2 | Ireg_game_object | [protected] |
flank enum value | Actor | |
flee enum value | Actor | |
follow(Actor *leader) | Actor | |
food_level enum value | Actor | |
frame_time | Actor | [protected] |
frames | Actor | [protected] |
Frames enum name | Actor | |
free_finger() const | Actor | [inline] |
free_hand() const | Actor | [inline] |
friendly enum value | Actor | |
Game_object(unsigned char *ifix) | Game_object | [inline, protected] |
Game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft=0) | Game_object | [inline] |
Game_object(const Game_object &obj2) | Game_object | [inline] |
Game_object() | Game_object | [inline] |
gclock | Game_singletons | [protected, static] |
get_action() | Actor | [inline] |
get_alignment() const | Actor | [inline] |
get_armor_points() | Monster_actor | [virtual] |
get_attack_frames(int weapon, bool projectile, int dir, signed char *frames) const | Actor | |
get_attack_mode() | Actor | [inline] |
get_chunk() | Game_object | |
get_cx() const | Game_object | [inline] |
get_cy() const | Game_object | [inline] |
get_dependency(int i) | Game_object | [inline] |
get_dependency_count() | Game_object | [inline] |
get_dest() | Actor | |
get_dir_facing() const | Game_object | |
get_dir_framenum(int dir, int frnum) const | Game_object | [inline] |
get_dir_framenum(int frnum) const | Game_object | [inline] |
get_direction(Game_object *o2) const | Game_object | |
get_direction(Tile_coord t2) const | Game_object | |
get_effective_prop(int prop) const | Actor | |
get_face_shapenum() const | Actor | [inline] |
get_first_in_world() | Monster_actor | [inline, static] |
get_flag(int flag) const | Ireg_game_object | [inline, virtual] |
get_flags() const | Ireg_game_object | [inline] |
get_flags2() const | Ireg_game_object | [inline] |
get_footprint() | Game_object | |
get_frame_time() const | Actor | [inline] |
get_framenum() const | ShapeID | [inline] |
get_frames(int dir) | Actor | [inline] |
get_high_shape() const | Ireg_game_object | [inline, virtual] |
get_ident() | Actor | [inline] |
get_info() const | ShapeID | [inline] |
get_info(int shnum) | ShapeID | [inline, static] |
get_ireg_size() | Actor | [inline, virtual] |
get_level() const | Actor | [inline] |
get_lift() const | Game_object | [inline] |
get_live_npc_num() | Game_object | [inline, virtual] |
get_low_lift() const | Ireg_game_object | [inline, virtual] |
get_max_volume() const | Container_game_object | [inline, protected] |
get_max_weight() | Actor | [virtual] |
get_name() const | Actor | [virtual] |
get_next() | Game_object | [inline] |
get_next_in_world() | Monster_actor | [inline] |
get_npc_name() const | Actor | |
get_npc_num() const | Actor | [inline] |
get_num_frames() const | ShapeID | |
get_obj_hp() const | Container_game_object | [inline, virtual] |
get_objects() | Container_game_object | [inline] |
get_objects(Game_object_vector &vec, int shapenum, int qual, int framenum) | Container_game_object | [virtual] |
get_oppressor() const | Actor | [inline] |
get_original_tile_coord() const | Game_object | [inline, virtual] |
get_outermost() | Game_object | |
get_owner() | Ireg_game_object | [inline, virtual] |
get_party_id() const | Actor | [inline] |
get_polymorph() | Actor | [inline] |
get_prefered_slots(Game_object *obj, int &prefered, int &alternate, FIS_Type &fistype) | Actor | |
get_prev() | Game_object | [inline] |
get_prev_schedule_type() | Actor | |
get_property(int prop) const | Actor | [inline] |
get_quality() const | Game_object | [inline] |
get_quantity() const | Game_object | |
get_readied(int index) const | Actor | [inline, virtual] |
get_rotated_frame(int quads) | Actor | [virtual] |
get_schedule() const | Actor | [inline] |
get_schedule_type() const | Actor | [inline] |
get_schedules(Schedule_change *&list, int &cnt) | Npc_actor | [virtual] |
get_sexed_coloured_shape() | Actor | [inline] |
get_shape() | ShapeID | [inline] |
get_shape_real() | Actor | |
get_shapefile() const | ShapeID | [inline] |
get_shapenum() const | ShapeID | [inline] |
get_siflag(int flag) const | Actor | [virtual] |
get_skin_color() const | Actor | [inline] |
get_step_index() | Actor | [inline] |
get_target() | Actor | [inline] |
get_temperature() const | Actor | [inline] |
get_tile() const | Game_object | [inline] |
get_tile_info(Actor *actor, Game_window *gwin, Map_chunk *nlist, int tx, int ty, int &water, int &poison) | Actor | [static] |
get_tx() const | Game_object | [inline] |
get_ty() const | Game_object | [inline] |
get_type_flag(int flag) const | Actor | [virtual] |
get_type_flags() const | Actor | [inline, virtual] |
get_usecode() const | Actor | [inline] |
get_usecode_dir() const | Actor | [inline] |
get_volume() const | Game_object | |
get_weapon(int &points, int &shape) | Monster_actor | [virtual] |
Npc_actor::get_weapon(int &points) | Actor | [inline] |
get_weight() | Container_game_object | [virtual] |
Ireg_game_object::get_weight(int shnum, int quant=1) | Game_object | [static] |
give_up() | Monster_actor | [inline, static] |
gmap | Game_singletons | [protected, static] |
gumpman | Game_singletons | [protected, static] |
gwin | Game_singletons | [protected, static] |
handle_event(unsigned long curtime, long udata) | Npc_actor | [virtual] |
hands2_spot enum value | Actor | |
has_light_source() const | Actor | [inline] |
has_room(Game_object *obj) const | Container_game_object | [inline] |
head enum value | Actor | |
health enum value | Actor | |
highshape | Ireg_game_object | |
hit | Actor | [protected] |
hostile enum value | Actor | |
ident | Actor | [protected] |
in_queue() | Time_sensitive | [inline] |
in_world | Monster_actor | [private, static] |
init() | Actor | [protected] |
Container_game_object::init(Game_window *g) | Game_singletons | [static] |
init_default_frames() | Actor | [static] |
init_readied() | Actor | |
intelligence enum value | Actor | |
inventory_shapenum() | Actor | |
Ireg_game_object(int shapenum, int framenum, unsigned int tilex, unsigned int tiley, unsigned int lft=0) | Ireg_game_object | [inline] |
Ireg_game_object(const Ireg_game_object &obj2) | Ireg_game_object | [inline] |
Ireg_game_object() | Ireg_game_object | [inline] |
is_blocked(Tile_coord &t, Tile_coord *f=0) | Actor | |
is_closed_door() const | Game_object | |
is_combat_protected() const | Actor | [inline] |
is_dead() const | Actor | [inline] |
is_dormant() const | Actor | [inline] |
is_dragable() const | Ireg_game_object | [virtual] |
is_dying() const | Actor | [inline] |
is_egg() const | Game_object | [inline, virtual] |
is_eol() const | ShapeID | [inline] |
is_findable() | Game_object | [inline, virtual] |
is_in_party() const | Actor | [inline] |
is_invalid() const | ShapeID | [inline] |
is_monster() | Monster_actor | [inline, virtual] |
is_moving() const | Actor | [inline] |
is_nearby() const | Npc_actor | [inline] |
is_pos_invalid() const | Game_object | [inline] |
is_translucent() | ShapeID | [inline] |
is_two_fingered() const | Actor | [inline] |
is_two_handed() const | Actor | [inline] |
is_unused() const | Actor | [inline] |
Item_properties enum name | Actor | |
kneel_frame enum value | Actor | |
legs enum value | Actor | |
lfinger enum value | Actor | |
lhand enum value | Actor | |
lift | Game_object | [protected] |
light_sources | Actor | [protected] |
link_in() | Monster_actor | [private] |
link_out() | Monster_actor | [private] |
lowlift | Ireg_game_object | |
lrfinger enum value | Actor | |
lrhand enum value | Actor | |
lt(Game_object &obj2) | Game_object | |
magic enum value | Actor | |
mana enum value | Actor | |
manual enum value | Actor | |
Map_chunk class | Game_object | [friend] |
mend_hourly() | Actor | |
modify_quantity(int delta, bool *del=0) | Game_object | |
modify_volume_used(int delta) | Container_game_object | [inline] |
Monster_actor(const std::string &nm, int shapenum, int num=-1, int uc=-1) | Monster_actor | |
move(int newtx, int newty, int newlift) | Monster_actor | [virtual] |
Actor::move(Tile_coord t) | Ireg_game_object | [inline] |
move_aside(Actor *for_actor, int dir) | Monster_actor | [inline, virtual] |
movef(Map_chunk *old_chunk, Map_chunk *new_chunk, int new_sx, int new_sy, int new_frame, int new_lift) | Npc_actor | |
naked enum value | Actor | |
name | Actor | [protected] |
nearest enum value | Actor | |
neck enum value | Actor | |
need_timers() | Actor | |
neutral enum value | Actor | |
next_monster | Monster_actor | [private] |
next_schedule | Actor | [protected] |
notify_object_gone(Game_object *obj) | Actor | |
Npc_actor(const std::string &nm, int shapenum, int num=-1, int uc=-1) | Npc_actor | |
npc_frames | Actor | [protected, static] |
npc_num | Actor | [protected] |
num_schedules | Npc_actor | [protected] |
objects | Container_game_object | [protected] |
oppressor | Actor | [protected] |
out_frame enum value | Actor | |
paint() | Monster_actor | [virtual] |
paint_invisible(int xoff, int yoff) | ShapeID | [inline] |
paint_outline(Pixel_colors pix) | Game_object | |
ShapeID::paint_outline(int xoff, int yoff, Pixel_colors pix) | ShapeID | [inline] |
paint_shape(int xoff, int yoff, bool force_trans=false) | ShapeID | [inline] |
paint_terrain() | Ireg_game_object | [inline, virtual] |
paint_weapon() | Actor | [protected] |
pal | Game_singletons | [protected, static] |
party_id | Actor | [protected] |
party_pos | Actor | [protected, static] |
partyman | Game_singletons | [protected, static] |
prev_monster | Monster_actor | [private] |
properties | Actor | [protected] |
protect enum value | Actor | |
quality | Game_object | [protected] |
raise1_frame enum value | Actor | |
raise2_frame enum value | Actor | |
random enum value | Actor | |
reach1_frame enum value | Actor | |
reach2_frame enum value | Actor | |
read(DataSource *nfile, int num, bool has_usecode, bool &fix_unused) | Actor | |
ready_ammo() | Actor | |
ready_best_weapon() | Actor | |
ready_frame enum value | Actor | |
reduce_health(int delta, Actor *attacker=0) | Actor | |
remove(Game_object *obj) | Actor | [virtual] |
remove_quantity(int delta, int shapenum, int qual, int framenum) | Container_game_object | [virtual] |
remove_schedule(int time) | Npc_actor | [virtual] |
remove_this(int nodel=0) | Monster_actor | [virtual] |
render_seq | Game_object | |
rest_time | Actor | [protected] |
resting(int msecs) | Actor | [inline] |
restore_schedule() | Actor | |
resurrect(Dead_body *body) | Actor | |
rfinger enum value | Actor | |
rhand enum value | Actor | |
roll_to_win(int attacker, int defender) | Actor | [static] |
say(const char *text) | Game_object | |
say(int from, int to) | Game_object | |
schedule | Actor | [protected] |
schedule_loc | Actor | [protected] |
schedule_type | Actor | [protected] |
schedules | Npc_actor | [protected] |
Serpent_flags enum name | Actor | |
set_action(Actor_action *newact) | Actor | |
set_actor_shape() | Actor | |
set_alignment(short a) | Actor | [inline] |
set_always(bool tf) | Time_sensitive | [inline] |
set_attack_mode(Attack_mode amode, bool byuser=false) | Actor | [inline] |
set_chunk(int newcx, int newcy) | Game_object | [inline] |
set_combat_protected(bool v) | Actor | [inline] |
set_dormant() | Actor | [inline] |
set_file(ShapeFile shfile) | ShapeID | [inline] |
set_flag(int flag) | Actor | [virtual] |
set_flag_recursively(int flag) | Container_game_object | [virtual] |
set_flags(uint32 f) | Ireg_game_object | [inline] |
set_frame(int frnum) | ShapeID | [inline] |
set_frame_time(int ftime) | Actor | [inline] |
set_high_shape(int s) | Ireg_game_object | [inline, virtual] |
set_ident(unsigned char id) | Actor | [inline] |
set_invalid() | Game_object | [inline] |
set_lift(int l) | Game_object | [inline] |
set_low_lift(int l) | Ireg_game_object | [inline, virtual] |
set_nearby() | Npc_actor | [inline] |
set_npc_name(const char *n) | Actor | |
set_obj_hp(int hp) | Container_game_object | [inline, virtual] |
set_oppressor(int opp) | Actor | [inline] |
set_owner(Container_game_object *o) | Ireg_game_object | [inline, virtual] |
set_party_id(int i) | Actor | [inline] |
set_polymorph(int shape) | Actor | |
set_polymorph_default() | Actor | |
set_property(int prop, int val) | Actor | |
set_quality(int q) | Game_object | [inline] |
set_schedule_and_loc(int new_schedule_type, Tile_coord dest, int delay=-1) | Actor | [virtual] |
set_schedule_time_location(int time, int x, int y) | Npc_actor | [virtual] |
set_schedule_time_type(int time, int type) | Npc_actor | [virtual] |
set_schedule_type(int new_schedule_type, Schedule *newsched=0) | Actor | |
set_schedules(Schedule_change *list, int cnt) | Npc_actor | [virtual] |
set_shape(int shnum, int frnum) | ShapeID | [inline] |
set_shape(int shnum) | ShapeID | [inline] |
set_shape_pos(unsigned int shapex, unsigned int shapey) | Game_object | [inline] |
set_siflag(int flag) | Actor | [virtual] |
set_skin_color(int color) | Actor | [inline] |
set_target(Game_object *obj, bool start_combat=false) | Actor | |
set_temperature(int t) | Actor | |
set_translucent(int trans) | ShapeID | [inline] |
set_type_flag(int flag) | Actor | |
set_type_flags(unsigned short tflags) | Actor | |
set_unused(bool tf) | Actor | [inline] |
set_usecode_dir(int d) | Actor | [inline] |
shape_pos | Game_object | [protected] |
shape_save | Actor | [protected] |
ShapeID(unsigned char l, unsigned char h) | ShapeID | [inline] |
ShapeID(unsigned char *&data) | ShapeID | [inline] |
ShapeID() | ShapeID | [inline] |
ShapeID(int shnum, int frnum, ShapeFile shfile=SF_SHAPES_VGA) | ShapeID | [inline] |
shield_spot enum value | Actor | |
show_inventory() | Actor | |
siflags | Actor | [protected] |
sit_frame enum value | Actor | |
skin_color | Actor | [protected] |
sleep_frame enum value | Actor | |
sman | Game_singletons | [protected, static] |
special_spot enum value | Actor | |
Spots enum name | Actor | |
spots | Actor | [protected] |
stand_at_rest() | Actor | |
standing enum value | Actor | |
start(int speed=250, int delay=0) | Actor | |
step(Tile_coord t, int frame) | Monster_actor | [virtual] |
step_index | Actor | [protected] |
step_left_frame enum value | Actor | |
step_right_frame enum value | Actor | |
stop() | Actor | |
strength enum value | Actor | |
strike1_frame enum value | Actor | |
strike2_frame enum value | Actor | |
strongest enum value | Actor | |
swap_positions(Game_object *obj2) | Game_object | |
switched_chunks(Map_chunk *olist, Map_chunk *nlist) | Npc_actor | [virtual] |
T_Flat_object_iterator< Game_object *, Map_chunk * > class | Game_object | [friend] |
T_Object_iterator< Game_object * > class | Game_object | [friend] |
T_Object_iterator_backwards< Game_object *, Map_chunk * > class | Game_object | [friend] |
T_Object_list< Game_object * > class | Game_object | [friend] |
target | Actor | [protected] |
temperature | Actor | [protected] |
tf_bleeding enum value | Actor | |
tf_conjured enum value | Actor | |
tf_ethereal enum value | Actor | |
tf_fly enum value | Actor | |
tf_in_action enum value | Actor | |
tf_in_party enum value | Actor | |
tf_sex enum value | Actor | |
tf_summonned enum value | Actor | |
tf_swim enum value | Actor | |
tf_walk enum value | Actor | |
tf_want_primary enum value | Actor | |
Time_queue class | Time_sensitive | [friend] |
Time_sensitive() | Time_sensitive | [inline] |
timers | Actor | [protected] |
torso enum value | Actor | |
training enum value | Actor | |
two_fingered | Actor | [protected] |
two_handed | Actor | [protected] |
type_flags enum name | Actor | |
type_flags | Actor | [protected] |
ucmachine | Game_singletons | [protected, static] |
ucont_spot enum value | Actor | |
unknown_align enum value | Actor | |
unready_weapon(int spot) | Actor | |
unused | Actor | [protected] |
up_frame enum value | Actor | |
update_from_studio(unsigned char *data, int datalen) | Actor | [static] |
update_schedule(int hour3, int backwards=0, int delay=-1) | Npc_actor | [virtual] |
use_food() | Actor | |
usecode | Actor | [protected] |
usecode_assigned | Actor | [protected] |
usecode_dir | Actor | [protected] |
user_set_attack | Actor | [protected] |
walk_path_to_tile(Tile_coord src, Tile_coord dest, int speed=250, int delay=0, int dist=0, int maxblk=3) | Actor | |
walk_path_to_tile(Tile_coord dest, int speed=250, int delay=0, int dist=0, int maxblk=3) | Actor | [inline] |
walk_to_tile(Tile_coord dest, int speed=250, int delay=0, int maxblk=3) | Actor | |
walk_to_tile(int tx, int ty, int tz, int speed=250, int delay=0, int maxblk=3) | Actor | [inline] |
was_hit() | Actor | [inline] |
weakest enum value | Actor | |
weapon_rect | Actor | [protected] |
write(DataSource *nfile) | Monster_actor | |
write_common_ireg(unsigned char *buf) | Game_object | |
write_contents(DataSource *out) | Actor | [virtual] |
write_ifix(DataSource *ifix) | Game_object | [inline, virtual] |
write_ireg(DataSource *out) | Actor | [inline, virtual] |
~Actor() | Actor | |
~Container_game_object() | Container_game_object | [virtual] |
~Game_object() | Game_object | [inline, virtual] |
~Ireg_game_object() | Ireg_game_object | [inline, virtual] |
~Monster_actor() | Monster_actor | [virtual] |
~Npc_actor() | Npc_actor | |
~ShapeID() | ShapeID | [inline, virtual] |
~Time_sensitive() | Time_sensitive | [virtual] |