add_dirty() | Projectile_effect | [inline, private] |
attacker | Projectile_effect | [private] |
Effects_manager class | Special_effect | [friend] |
eman | Game_singletons | [protected, static] |
frames | Projectile_effect | [private] |
gclock | Game_singletons | [protected, static] |
gmap | Game_singletons | [protected, static] |
gumpman | Game_singletons | [protected, static] |
gwin | Game_singletons | [protected, static] |
handle_event(unsigned long time, long udata) | Projectile_effect | [virtual] |
in_queue() | Time_sensitive | [inline] |
init(Tile_coord s, Tile_coord t) | Projectile_effect | [private] |
Special_effect::init(Game_window *g) | Game_singletons | [static] |
is_weather() | Special_effect | [inline, virtual] |
no_blocking | Projectile_effect | [private] |
paint() | Projectile_effect | [virtual] |
pal | Game_singletons | [protected, static] |
partyman | Game_singletons | [protected, static] |
path | Projectile_effect | [private] |
pos | Projectile_effect | [private] |
Projectile_effect(Actor *att, Game_object *to, int shnum, int weap=0) | Projectile_effect | |
Projectile_effect(Tile_coord s, Tile_coord d, int shnum, int weap) | Projectile_effect | |
Projectile_effect(Tile_coord s, Game_object *to, int shnum, int weap, bool retpath=false) | Projectile_effect | |
projectile_shape | Projectile_effect | [private] |
return_path | Projectile_effect | [private] |
set_always(bool tf) | Time_sensitive | [inline] |
sman | Game_singletons | [protected, static] |
Special_effect() | Special_effect | [inline] |
sprite | Projectile_effect | [private] |
target | Projectile_effect | [private] |
Time_queue class | Time_sensitive | [friend] |
Time_sensitive() | Time_sensitive | [inline] |
ucmachine | Game_singletons | [protected, static] |
weapon | Projectile_effect | [private] |
~Projectile_effect() | Projectile_effect | |
~Special_effect() | Special_effect | [inline, virtual] |
~Time_sensitive() | Time_sensitive | [virtual] |