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Room * | currentRoom () const |
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MainCharacter * | activeCharacter () const |
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ShapeObject *& | selectedObject () |
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void *& | pressedObject () |
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Item *& | heldItem () |
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FakeSemaphore & | semaphore () |
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MainCharacter * | inactiveCharacter () const |
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FakeSemaphore & | semaphoreFor (MainCharacterKind kind) |
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bool & | isGameLoaded () |
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MainCharacterKind | activeCharacterKind () const |
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void | preUpdate () |
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void | postUpdate () |
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void | updateCursor () |
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void | drawCursor (bool forceDefaultCursor=false) |
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void | resetCursor () |
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void | changeRoom (const Common::String &targetRoomName, bool resetCamera, bool isTemporary=false) |
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void | changeRoomToBeforeInventory () |
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void | triggerObject (ObjectBase *object, const char *action) |
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void | triggerDoor (const Door *door) |
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void | addLastDialogCharacter (Character *character) |
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void | stopLastDialogCharacters () |
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void | setActiveCharacter (MainCharacterKind kind) |
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bool | isAllowedToOpenMenu () |
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void | syncGame (Common::Serializer &s) |
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The documentation for this class was generated from the following file: