, 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] |