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GameApi 28
Library used by GameApi Builder tool
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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 |