GameApi 28
Library used by GameApi Builder tool
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GameApi::MovementNode Member List

This is the complete list of members for GameApi::MovementNode, including all inherited members.

all_cursor_keys(EveryApi &ev, ML ml, float speed, float duration)GameApi::MovementNode
android_landscape_rotate(MN next)GameApi::MovementNode
android_landscape_rotate_inv(MN next)GameApi::MovementNode
anim_choose(std::vector< MN > vec, float start_time, float duration)GameApi::MovementNode
anim_disable(MN next, float start_time, float end_time)GameApi::MovementNode
anim_enable(MN next, float start_time, float end_time)GameApi::MovementNode
change_time(MN next, float d_time)GameApi::MovementNode
cmd_repeat(CMD cmds, std::string repeat, float dx, float dy, float dz)GameApi::MovementNode
cmd_rotate(CMD cmds, float v_x, float v_y, float v_z, float angle, float delta_angle)GameApi::MovementNode
cmd_to_li(CMD cmds, std::string commands)GameApi::MovementNode
cmd_to_plf(CMD cmds, std::string commands)GameApi::MovementNode
cmd_to_pts(CMD cmds, std::string commands)GameApi::MovementNode
color_interpolate(CC next, unsigned int color, unsigned int color2, float start_time, float end_time)GameApi::MovementNode
color_ml(EveryApi &ev, int color_num, ML ml, CC cc)GameApi::MovementNode
color_start(unsigned int color)GameApi::MovementNode
comb_key_activate_ml(EveryApi &ev, ML ml, MN mn, int key, int key_2, float duration)GameApi::MovementNode
compose(DC d1, DC d2)GameApi::MovementNode
compress(MN next, float start_time, float end_time)GameApi::MovementNode
cursor_keys(EveryApi &ev, ML ml, int key_up, int key_left, int key_down, int key_right, float speed, float duration)GameApi::MovementNode
debug_translate(MN next)GameApi::MovementNode
default_cmds(float dx, float dy, float dz)GameApi::MovementNode
enable_ml(EveryApi &ev, ML ml, float start_time, float end_time)GameApi::MovementNode
enemy(ML prev)GameApi::MovementNode
enemy_pos(ML prev, PTS pos)GameApi::MovementNode
event_activate(MN next, MN event, float event_time, float duration)GameApi::MovementNode
explosion(float center_x, float center_y, float center_z, float start_val, float end_val, float start_time, float end_time)GameApi::MovementNode
fix_root(EveryApi &ev, MN mn)GameApi::MovementNode
get_matrix(MN n, float time, float delta_time)GameApi::MovementNode
identity()GameApi::MovementNode
interpolate(MN n1, MN n2, float start_time, float end_time, float start_value, float end_value)GameApi::MovementNode
jump_ml(EveryApi &ev, ML ml, int key_jump, float height, float jump_duration)GameApi::MovementNode
key_activate_ml(EveryApi &ev, ML ml, MN mn, int key, float duration)GameApi::MovementNode
key_event(EveryApi &ev, ML ml, MN mn, int type, int ch, int button, float duration)GameApi::MovementNode
key_move_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, int key_rotate_minus, int key_rotate_plus, float speed, float rot_speed, float start_angle, float start_x, float end_x, float start_z, float end_z)GameApi::MovementNode
key_printer_ml(ML ml)GameApi::MovementNode
keypress_move_ml(EveryApi &ev, ML ml, MN mn, int clone_count=1, float time_delta=10.0, int key=32, bool flipenabled=false)GameApi::MovementNode
level(MN next)GameApi::MovementNode
local_move(EveryApi &ev, ML inner_ml, PTS center_points)GameApi::MovementNode
local_move_matrix(EveryApi &ev, ML inner_ml, MS center_points)GameApi::MovementNode
matrix(MN next, M mat)GameApi::MovementNode
mn_empty()GameApi::MovementNode
mn_fetcher(PF pf)GameApi::MovementNode
mn_interpolate(MN n1, MN n2, FF fetcher)GameApi::MovementNode
mn_interpolate2(MN n1, MN n2, float start_time, float end_time)GameApi::MovementNode
mn_last_resize(MN mn)GameApi::MovementNode
mn_mouse_y(FF fetcher, MN move, float start_x, float end_x, float start_y, float end_y, float start_val, float end_val)GameApi::MovementNode
move_ml(EveryApi &ev, ML ml, MN mn, int clone_count=1, float time_delta=10.0)GameApi::MovementNode
move_ml_array(EveryApi &ev, std::vector< ML > ml, std::vector< MN > mn)GameApi::MovementNode
move_ml_p(EveryApi &ev, P p, MN move, float time)GameApi::MovementNode
move_ml_projection(EveryApi &ev, ML ml, MN mn, int clone_count=1, float time_delta=10.0)GameApi::MovementNode
move_x_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_x, float end_x)GameApi::MovementNode
move_y_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_y, float end_y)GameApi::MovementNode
move_z_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_z, float end_z)GameApi::MovementNode
MovementNode(Env &e)GameApi::MovementNode
player(ML prev)GameApi::MovementNode
player_pos(ML prev, PT pos)GameApi::MovementNode
pose(MN next, bool pose_in_screen)GameApi::MovementNode
quake_ml(EveryApi &ev, ML ml, float speed, float rot_speed)GameApi::MovementNode
quake_ml2(EveryApi &ev, ML ml, float speed, float rot_speed)GameApi::MovementNode
quake_ml3(EveryApi &ev, ML ml, ML ml2, float speed, float rot_speed, float p_x, float p_y, float p_z)GameApi::MovementNode
repeat_ml(EveryApi &ev, ML ml, float duration)GameApi::MovementNode
rot_x_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_x, float end_x)GameApi::MovementNode
rot_y_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_y, float end_y)GameApi::MovementNode
rot_z_ml(EveryApi &ev, ML ml, int key_forward, int key_backward, float speed, float start_z, float end_z)GameApi::MovementNode
rotate(MN next, float start_time, float end_time, float p_x, float p_y, float p_z, float v_x, float v_y, float v_z, float angle)GameApi::MovementNode
rotate_around_axis(MN next, float p_x, float p_y, float p_z, float v_x, float v_y, float v_z, float angle)GameApi::MovementNode
rotate_wave(MN next, float start_time, float end_time, WV wave, float p_x, float p_y, float p_z, float v_x, float v_y, float v_z, float angle)GameApi::MovementNode
rotatex(MN next, float angle)GameApi::MovementNode
rotatey(MN next, float angle)GameApi::MovementNode
rotatez(MN next, float angle)GameApi::MovementNode
scale(MN next, float start_time, float end_time, float sx, float sy, float sz)GameApi::MovementNode
scale2(MN next, float sx, float sy, float sz)GameApi::MovementNode
scale_progress(MN next, bool is_x, bool is_y, bool is_z, int state)GameApi::MovementNode
scale_progress_max(MN next, bool is_x, bool is_y, bool is_z, int state)GameApi::MovementNode
scale_wave(MN next, float start_time, float end_time, WV wave, float sx, float sy, float sz)GameApi::MovementNode
set_matrix(MN n, M m)GameApi::MovementNode
sphwave(float r1, float fr_1, float t_1, float r2, float fr_2, float t_2)GameApi::MovementNode
split(DC d1, DC d2, float val)GameApi::MovementNode
temp_key_activate_ml(EveryApi &ev, ML ml, MN mn, int key, float duration)GameApi::MovementNode
time_repeat(MN next, float start_time, float repeat_duration)GameApi::MovementNode
trans2(MN next, float dx, float dy, float dz)GameApi::MovementNode
translate(MN next, float start_time, float end_time, float dx, float dy, float dz)GameApi::MovementNode
translate_wave(MN next, float start_time, float end_time, WV wave, float dx, float dy, float dz)GameApi::MovementNode
wasd(EveryApi &ev, ML ml, MN w, MN a, MN s, MN d, float duration)GameApi::MovementNode
wave(float r, float speed1, float speed2, float dist1, float dist2, int sx, int sy)GameApi::MovementNode
whack_a_mole_all(EveryApi &ev, int cycle_count, int exit_num)GameApi::MovementNode
whack_a_mole_exit(EveryApi &ev, MN prev, int exit_num, float &time)GameApi::MovementNode
whack_a_mole_rotate_around(EveryApi &ev, MN prev, int num, float &time)GameApi::MovementNode
whack_a_mole_start(EveryApi &ev, MN prev, float &time)GameApi::MovementNode