, including all inherited members.
| AnimationQueue typedef | MWMechanics::CharacterController | [private] |
| CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim) | MWMechanics::CharacterController | |
| clearAnimQueue() | MWMechanics::CharacterController | [private] |
| forceStateUpdate() | MWMechanics::CharacterController | |
| getActiveWeapon(NpcStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype) | MWMechanics::CharacterController | [private, static] |
| getWeaponGroup(WeaponType weaptype, std::string &group) | MWMechanics::CharacterController | [private, static] |
| isAnimPlaying(const std::string &groupName) | MWMechanics::CharacterController | |
| isDead() const | MWMechanics::CharacterController | [inline] |
| kill() | MWMechanics::CharacterController | |
| mAnimation | MWMechanics::CharacterController | [private] |
| mAnimQueue | MWMechanics::CharacterController | [private] |
| mAttackType | MWMechanics::CharacterController | [private] |
| mCurrentDeath | MWMechanics::CharacterController | [private] |
| mCurrentIdle | MWMechanics::CharacterController | [private] |
| mCurrentJump | MWMechanics::CharacterController | [private] |
| mCurrentMovement | MWMechanics::CharacterController | [private] |
| mCurrentWeapon | MWMechanics::CharacterController | [private] |
| mDeathState | MWMechanics::CharacterController | [private] |
| mIdleState | MWMechanics::CharacterController | [private] |
| mJumpState | MWMechanics::CharacterController | [private] |
| mMovementSpeed | MWMechanics::CharacterController | [private] |
| mMovementState | MWMechanics::CharacterController | [private] |
| mPtr | MWMechanics::CharacterController | [private] |
| mSecondsOfRunning | MWMechanics::CharacterController | [private] |
| mSecondsOfSwimming | MWMechanics::CharacterController | [private] |
| mSkipAnim | MWMechanics::CharacterController | [private] |
| mUpperBodyState | MWMechanics::CharacterController | [private] |
| mWeaponType | MWMechanics::CharacterController | [private] |
| playGroup(const std::string &groupname, int mode, int count) | MWMechanics::CharacterController | |
| refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false) | MWMechanics::CharacterController | [private] |
| resurrect() | MWMechanics::CharacterController | |
| skipAnim() | MWMechanics::CharacterController | |
| update(float duration) | MWMechanics::CharacterController | |
| updateContinuousVfx() | MWMechanics::CharacterController | |
| updateNpcState(bool onground, bool inwater, bool isrunning, bool sneak) | MWMechanics::CharacterController | [private] |
| updatePtr(const MWWorld::Ptr &ptr) | MWMechanics::CharacterController | |
| updateVisibility() | MWMechanics::CharacterController | [private] |
| ~CharacterController() | MWMechanics::CharacterController | [virtual] |