ScummVM API documentation
iGameEnemyState_Dog_Base Member List

This is the complete list of members for iGameEnemyState_Dog_Base, including all inherited members.

GetId() (defined in iGameEnemyState)iGameEnemyStateinline
GetPreviousState() (defined in iGameEnemyState)iGameEnemyStateinline
iGameEnemyState(int alId, cInit *apInit, iGameEnemy *apEnemy) (defined in iGameEnemyState)iGameEnemyState
iGameEnemyState_Dog_Base(int alId, cInit *apInit, iGameEnemy *apEnemy) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Base
mlId (defined in iGameEnemyState)iGameEnemyStateprotected
mlPreviousState (defined in iGameEnemyState)iGameEnemyStateprotected
mpEnemy (defined in iGameEnemyState)iGameEnemyStateprotected
mpEnemyDog (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Baseprotected
mpInit (defined in iGameEnemyState)iGameEnemyStateprotected
mpMover (defined in iGameEnemyState)iGameEnemyStateprotected
mpPlayer (defined in iGameEnemyState)iGameEnemyStateprotected
OnAnimationOver(const tString &asAnimName) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Baseinlinevirtual
OnDeath(float afDamage) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Basevirtual
OnDraw() (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Baseinlinevirtual
OnEnterState(iGameEnemyState *apPrevState)=0 (defined in iGameEnemyState)iGameEnemyStatepure virtual
OnFlashlight(const cVector3f &avPosition) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Basevirtual
OnHearNoise(const cVector3f &avPosition, float afVolume) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Basevirtual
OnLeaveState(iGameEnemyState *apNextState)=0 (defined in iGameEnemyState)iGameEnemyStatepure virtual
OnPostSceneDraw() (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Baseinlinevirtual
OnSeePlayer(const cVector3f &avPosition, float afChance) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Basevirtual
OnTakeHit(float afDamage) (defined in iGameEnemyState_Dog_Base)iGameEnemyState_Dog_Basevirtual
OnUpdate(float afTimeStep)=0 (defined in iGameEnemyState)iGameEnemyStatepure virtual
SetPreviousState(int alX) (defined in iGameEnemyState)iGameEnemyStateinline
~iGameEnemyState()=default (defined in iGameEnemyState)iGameEnemyStatevirtual