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| Area (uint16 areaID, uint16 areaFlags, ObjectMap *objectsByID, ObjectMap *entrancesByID) |
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Object * | objectWithID (uint16 objectID) |
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Object * | entranceWithID (uint16 objectID) |
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void | changeObjectID (uint16 objectID, uint16 newObjectID) |
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ObjectArray | getSensors () |
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uint16 | getAreaID () |
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uint16 | getAreaFlags () |
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uint8 | getScale () |
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void | remapColor (int index, int color) |
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void | unremapColor (int index) |
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void | draw (Renderer *gfx, uint32 animationTicks, Math::Vector3d camera, Math::Vector3d direction) |
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void | drawGroup (Renderer *gfx, Group *group, bool runAnimation) |
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void | show () |
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Object * | checkCollisionRay (const Math::Ray &ray, int raySize) |
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bool | checkInSight (const Math::Ray &ray, float maxDistance) |
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Math::Vector3d | separateFromWall (const Math::Vector3d &position) |
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ObjectArray | checkCollisions (const Math::AABB &boundingBox) |
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bool | checkIfPlayerWasCrushed (const Math::AABB &boundingBox) |
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Math::Vector3d | resolveCollisions (Math::Vector3d const &lastPosition, Math::Vector3d const &newPosition, int playerHeight) |
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void | addObjectFromArea (int16 id, Area *global) |
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void | addGroupFromArea (int16 id, Area *global) |
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void | addObject (Object *obj) |
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void | addFloor () |
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void | addStructure (Area *global) |
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void | removeObject (int16 id) |
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void | resetArea () |
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void | resetAreaGroups () |
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bool | isOutside () |
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bool | hasActiveGroups () |
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void | saveObjects (Common::WriteStream *stream) |
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void | loadObjects (Common::SeekableReadStream *stream, Area *global) |
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The documentation for this class was generated from the following file: