GameApi 28
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GameApi::MovementNode Class Reference

#include <GameApi.hh>

Public Member Functions

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

Constructor & Destructor Documentation

◆ MovementNode()

GameApi::MovementNode::MovementNode ( Env & e)

Member Function Documentation

◆ all_cursor_keys()

GameApi::ML GameApi::MovementNode::all_cursor_keys ( EveryApi & ev,
ML ml,
float speed,
float duration )
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◆ android_landscape_rotate()

EXPORT GameApi::MN GameApi::MovementNode::android_landscape_rotate ( MN next)
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◆ android_landscape_rotate_inv()

EXPORT GameApi::MN GameApi::MovementNode::android_landscape_rotate_inv ( MN next)
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◆ anim_choose()

EXPORT GameApi::MN GameApi::MovementNode::anim_choose ( std::vector< MN > vec,
float start_time,
float duration )
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◆ anim_disable()

EXPORT GameApi::MN GameApi::MovementNode::anim_disable ( MN next,
float start_time,
float end_time )
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◆ anim_enable()

EXPORT GameApi::MN GameApi::MovementNode::anim_enable ( MN next,
float start_time,
float end_time )
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◆ change_time()

EXPORT GameApi::MN GameApi::MovementNode::change_time ( MN next,
float d_time )
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◆ cmd_repeat()

GameApi::CMD GameApi::MovementNode::cmd_repeat ( CMD cmds,
std::string repeat,
float dx,
float dy,
float dz )
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◆ cmd_rotate()

GameApi::CMD GameApi::MovementNode::cmd_rotate ( CMD cmds,
float v_x,
float v_y,
float v_z,
float angle,
float delta_angle )
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◆ cmd_to_li()

GameApi::LI GameApi::MovementNode::cmd_to_li ( CMD cmds,
std::string commands )
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◆ cmd_to_plf()

GameApi::PLF GameApi::MovementNode::cmd_to_plf ( CMD cmds,
std::string commands )
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◆ cmd_to_pts()

GameApi::PTS GameApi::MovementNode::cmd_to_pts ( CMD cmds,
std::string commands )
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◆ color_interpolate()

EXPORT GameApi::CC GameApi::MovementNode::color_interpolate ( CC next,
unsigned int color,
unsigned int color2,
float start_time,
float end_time )
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◆ color_ml()

EXPORT GameApi::ML GameApi::MovementNode::color_ml ( EveryApi & ev,
int color_num,
ML ml,
CC cc )
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◆ color_start()

EXPORT GameApi::CC GameApi::MovementNode::color_start ( unsigned int color)
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◆ comb_key_activate_ml()

EXPORT GameApi::ML GameApi::MovementNode::comb_key_activate_ml ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int key,
int key_2,
float duration )
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◆ compose()

IMPORT DC GameApi::MovementNode::compose ( DC d1,
DC d2 )

◆ compress()

EXPORT GameApi::MN GameApi::MovementNode::compress ( MN next,
float start_time,
float end_time )
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◆ cursor_keys()

GameApi::ML GameApi::MovementNode::cursor_keys ( EveryApi & ev,
ML ml,
int key_up,
int key_left,
int key_down,
int key_right,
float speed,
float duration )
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◆ debug_translate()

EXPORT GameApi::MN GameApi::MovementNode::debug_translate ( MN next)

◆ default_cmds()

GameApi::CMD GameApi::MovementNode::default_cmds ( float dx,
float dy,
float dz )
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◆ enable_ml()

EXPORT GameApi::ML GameApi::MovementNode::enable_ml ( EveryApi & ev,
GameApi::ML ml,
float start_time,
float end_time )
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◆ enemy()

GameApi::ML GameApi::MovementNode::enemy ( ML prev)
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◆ enemy_pos()

GameApi::ML GameApi::MovementNode::enemy_pos ( ML prev,
PTS pos )
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◆ event_activate()

EXPORT GameApi::MN GameApi::MovementNode::event_activate ( MN next,
MN event,
float event_time,
float duration )
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◆ explosion()

GameApi::DC GameApi::MovementNode::explosion ( float center_x,
float center_y,
float center_z,
float start_val,
float end_val,
float start_time,
float end_time )
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◆ fix_root()

EXPORT GameApi::MN GameApi::MovementNode::fix_root ( EveryApi & ev,
MN mn )

◆ get_matrix()

EXPORT GameApi::M GameApi::MovementNode::get_matrix ( MN n,
float time,
float delta_time )

◆ identity()

GameApi::DC GameApi::MovementNode::identity ( )
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◆ interpolate()

EXPORT GameApi::MN GameApi::MovementNode::interpolate ( MN n1,
MN n2,
float start_time,
float end_time,
float start_value,
float end_value )
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◆ jump_ml()

EXPORT GameApi::ML GameApi::MovementNode::jump_ml ( EveryApi & ev,
GameApi::ML ml,
int key_jump,
float height,
float jump_duration )
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◆ key_activate_ml()

EXPORT GameApi::ML GameApi::MovementNode::key_activate_ml ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int key,
float duration )
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◆ key_event()

EXPORT GameApi::ML GameApi::MovementNode::key_event ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int type,
int ch,
int button,
float duration )
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◆ key_move_ml()

EXPORT GameApi::ML GameApi::MovementNode::key_move_ml ( EveryApi & ev,
GameApi::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 )
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◆ key_printer_ml()

EXPORT GameApi::ML GameApi::MovementNode::key_printer_ml ( GameApi::ML ml)
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◆ keypress_move_ml()

EXPORT GameApi::ML GameApi::MovementNode::keypress_move_ml ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int clone_count = 1,
float time_delta = 10.0,
int key = 32,
bool flipenabled = false )
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◆ level()

EXPORT GameApi::MN GameApi::MovementNode::level ( MN next)
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◆ local_move()

GameApi::ML GameApi::MovementNode::local_move ( EveryApi & ev,
ML inner_ml,
PTS center_points )
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◆ local_move_matrix()

GameApi::ML GameApi::MovementNode::local_move_matrix ( EveryApi & ev,
ML inner_ml,
MS center_points )
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◆ matrix()

EXPORT GameApi::MN GameApi::MovementNode::matrix ( MN next,
M mat )

◆ mn_empty()

EXPORT GameApi::MN GameApi::MovementNode::mn_empty ( )
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◆ mn_fetcher()

EXPORT GameApi::MN GameApi::MovementNode::mn_fetcher ( PF pf)
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◆ mn_interpolate()

EXPORT GameApi::MN GameApi::MovementNode::mn_interpolate ( MN n1,
MN n2,
FF fetcher )
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◆ mn_interpolate2()

EXPORT GameApi::MN GameApi::MovementNode::mn_interpolate2 ( MN n1,
MN n2,
float start_time,
float end_time )

◆ mn_last_resize()

GameApi::MN GameApi::MovementNode::mn_last_resize ( MN mn)
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◆ mn_mouse_y()

EXPORT GameApi::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 )
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◆ move_ml()

EXPORT GameApi::ML GameApi::MovementNode::move_ml ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int clone_count = 1,
float time_delta = 10.0 )
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◆ move_ml_array()

EXPORT GameApi::ML GameApi::MovementNode::move_ml_array ( EveryApi & ev,
std::vector< ML > ml,
std::vector< MN > mn )

◆ move_ml_p()

EXPORT GameApi::P GameApi::MovementNode::move_ml_p ( EveryApi & ev,
GameApi::P p,
GameApi::MN move,
float time )
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◆ move_ml_projection()

EXPORT GameApi::ML GameApi::MovementNode::move_ml_projection ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int clone_count = 1,
float time_delta = 10.0 )

◆ move_x_ml()

EXPORT GameApi::ML GameApi::MovementNode::move_x_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_x,
float end_x )
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◆ move_y_ml()

EXPORT GameApi::ML GameApi::MovementNode::move_y_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_y,
float end_y )
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◆ move_z_ml()

EXPORT GameApi::ML GameApi::MovementNode::move_z_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_z,
float end_z )
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◆ player()

GameApi::ML GameApi::MovementNode::player ( ML prev)
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◆ player_pos()

GameApi::ML GameApi::MovementNode::player_pos ( ML prev,
PT pos )
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◆ pose()

EXPORT GameApi::MN GameApi::MovementNode::pose ( MN next,
bool pose_in_screen )
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◆ quake_ml()

GameApi::ML GameApi::MovementNode::quake_ml ( EveryApi & ev,
ML ml,
float speed,
float rot_speed )
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◆ quake_ml2()

GameApi::ML GameApi::MovementNode::quake_ml2 ( EveryApi & ev,
ML ml,
float speed,
float rot_speed )
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◆ quake_ml3()

GameApi::ML GameApi::MovementNode::quake_ml3 ( EveryApi & ev,
ML ml,
ML ml2,
float speed,
float rot_speed,
float p_x,
float p_y,
float p_z )
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◆ repeat_ml()

EXPORT GameApi::ML GameApi::MovementNode::repeat_ml ( EveryApi & ev,
GameApi::ML ml,
float duration )
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◆ rot_x_ml()

EXPORT GameApi::ML GameApi::MovementNode::rot_x_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_x,
float end_x )
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◆ rot_y_ml()

EXPORT GameApi::ML GameApi::MovementNode::rot_y_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_y,
float end_y )
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◆ rot_z_ml()

EXPORT GameApi::ML GameApi::MovementNode::rot_z_ml ( EveryApi & ev,
GameApi::ML ml,
int key_forward,
int key_backward,
float speed,
float start_z,
float end_z )
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◆ rotate()

EXPORT GameApi::MN 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 )
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◆ rotate_around_axis()

EXPORT GameApi::MN 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 )
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◆ rotate_wave()

EXPORT GameApi::MN 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 )
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◆ rotatex()

EXPORT GameApi::MN GameApi::MovementNode::rotatex ( MN next,
float angle )
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◆ rotatey()

EXPORT GameApi::MN GameApi::MovementNode::rotatey ( MN next,
float angle )
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◆ rotatez()

EXPORT GameApi::MN GameApi::MovementNode::rotatez ( MN next,
float angle )
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◆ scale()

EXPORT GameApi::MN GameApi::MovementNode::scale ( MN next,
float start_time,
float end_time,
float sx,
float sy,
float sz )
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◆ scale2()

EXPORT GameApi::MN GameApi::MovementNode::scale2 ( MN next,
float sx,
float sy,
float sz )
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◆ scale_progress()

GameApi::MN GameApi::MovementNode::scale_progress ( MN next,
bool is_x,
bool is_y,
bool is_z,
int state )
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◆ scale_progress_max()

GameApi::MN GameApi::MovementNode::scale_progress_max ( MN next,
bool is_x,
bool is_y,
bool is_z,
int state )

◆ scale_wave()

EXPORT GameApi::MN GameApi::MovementNode::scale_wave ( MN next,
float start_time,
float end_time,
WV wave,
float sx,
float sy,
float sz )
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◆ set_matrix()

void GameApi::MovementNode::set_matrix ( MN n,
M m )

◆ sphwave()

GameApi::DC GameApi::MovementNode::sphwave ( float r1,
float fr_1,
float t_1,
float r2,
float fr_2,
float t_2 )
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◆ split()

GameApi::DC GameApi::MovementNode::split ( DC d1,
DC d2,
float val )
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◆ temp_key_activate_ml()

EXPORT GameApi::ML GameApi::MovementNode::temp_key_activate_ml ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN move,
int key,
float duration )
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◆ time_repeat()

EXPORT GameApi::MN GameApi::MovementNode::time_repeat ( MN next,
float start_time,
float repeat_duration )
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◆ trans2()

EXPORT GameApi::MN GameApi::MovementNode::trans2 ( MN next,
float dx,
float dy,
float dz )
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◆ translate()

EXPORT GameApi::MN GameApi::MovementNode::translate ( MN next,
float start_time,
float end_time,
float dx,
float dy,
float dz )
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◆ translate_wave()

EXPORT GameApi::MN GameApi::MovementNode::translate_wave ( MN next,
float start_time,
float end_time,
WV wave,
float dx,
float dy,
float dz )
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◆ wasd()

EXPORT GameApi::ML GameApi::MovementNode::wasd ( EveryApi & ev,
GameApi::ML ml,
GameApi::MN w,
GameApi::MN a,
GameApi::MN s,
GameApi::MN d,
float duration )
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◆ wave()

GameApi::DC GameApi::MovementNode::wave ( float r,
float speed1,
float speed2,
float dist1,
float dist2,
int sx,
int sy )
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◆ whack_a_mole_all()

GameApi::MN GameApi::MovementNode::whack_a_mole_all ( GameApi::EveryApi & ev,
int cycle_count,
int exit_num )
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◆ whack_a_mole_exit()

GameApi::MN GameApi::MovementNode::whack_a_mole_exit ( GameApi::EveryApi & ev,
GameApi::MN prev,
int exit_num,
float & time )
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◆ whack_a_mole_rotate_around()

GameApi::MN GameApi::MovementNode::whack_a_mole_rotate_around ( GameApi::EveryApi & ev,
GameApi::MN prev,
int num,
float & time )
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◆ whack_a_mole_start()

GameApi::MN GameApi::MovementNode::whack_a_mole_start ( GameApi::EveryApi & ev,
GameApi::MN prev,
float & time )
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The documentation for this class was generated from the following files: