AnimationQueue typedef | MWMechanics::CharacterController | private |
CharacterController(const MWWorld::Ptr &ptr, MWRender::Animation *anim) | MWMechanics::CharacterController | |
chooseRandomDeathState() const | MWMechanics::CharacterController | private |
chooseRandomGroup(const std::string &prefix, int *num=NULL) const | MWMechanics::CharacterController | private |
clearAnimQueue() | MWMechanics::CharacterController | private |
forceStateUpdate() | MWMechanics::CharacterController | |
getAttackStrength() const | MWMechanics::CharacterController | |
handleTextKey(const std::string &groupname, const std::multimap< float, std::string >::const_iterator &key, const std::multimap< float, std::string > &map) | MWMechanics::CharacterController | virtual |
isAnimPlaying(const std::string &groupName) | MWMechanics::CharacterController | |
isDead() const | MWMechanics::CharacterController | inline |
isKnockedOut() const | MWMechanics::CharacterController | |
isReadyToBlock() const | MWMechanics::CharacterController | |
isSneaking() const | MWMechanics::CharacterController | |
kill() | MWMechanics::CharacterController | |
KillResult enum name | MWMechanics::CharacterController | |
mAdjustMovementAnimSpeed | MWMechanics::CharacterController | private |
mAnimation | MWMechanics::CharacterController | private |
mAnimQueue | MWMechanics::CharacterController | private |
mAttackingOrSpell | MWMechanics::CharacterController | private |
mAttackStrength | MWMechanics::CharacterController | private |
mAttackType | MWMechanics::CharacterController | private |
mCurrentDeath | MWMechanics::CharacterController | private |
mCurrentHit | MWMechanics::CharacterController | private |
mCurrentIdle | MWMechanics::CharacterController | private |
mCurrentJump | MWMechanics::CharacterController | private |
mCurrentMovement | MWMechanics::CharacterController | private |
mCurrentWeapon | MWMechanics::CharacterController | private |
mDeathState | MWMechanics::CharacterController | private |
mFloatToSurface | MWMechanics::CharacterController | private |
mHasMovedInXY | MWMechanics::CharacterController | private |
mHeadTrackTarget | MWMechanics::CharacterController | private |
mHitState | MWMechanics::CharacterController | private |
mIdleState | MWMechanics::CharacterController | private |
mJumpState | MWMechanics::CharacterController | private |
mMovementAnimationControlled | MWMechanics::CharacterController | private |
mMovementAnimSpeed | MWMechanics::CharacterController | private |
mMovementState | MWMechanics::CharacterController | private |
mPtr | MWMechanics::CharacterController | private |
mSecondsOfRunning | MWMechanics::CharacterController | private |
mSecondsOfSwimming | MWMechanics::CharacterController | private |
mSkipAnim | MWMechanics::CharacterController | private |
mTurnAnimationThreshold | MWMechanics::CharacterController | private |
mUpperBodyState | MWMechanics::CharacterController | private |
mWeaponType | MWMechanics::CharacterController | private |
persistAnimationState() | MWMechanics::CharacterController | |
playDeath(float startpoint, CharacterState death) | MWMechanics::CharacterController | private |
playGroup(const std::string &groupname, int mode, int count, bool persist=false) | MWMechanics::CharacterController | |
playRandomDeath(float startpoint=0.0f) | MWMechanics::CharacterController | private |
playSwishSound(float attackStrength) | MWMechanics::CharacterController | |
readyToPrepareAttack() const | MWMechanics::CharacterController | |
readyToStartAttack() const | MWMechanics::CharacterController | |
refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false) | MWMechanics::CharacterController | private |
refreshHitRecoilAnims() | MWMechanics::CharacterController | private |
refreshIdleAnims(const WeaponInfo *weap, CharacterState idle, bool force=false) | MWMechanics::CharacterController | private |
refreshJumpAnims(const WeaponInfo *weap, JumpingState jump, bool force=false) | MWMechanics::CharacterController | private |
refreshMovementAnims(const WeaponInfo *weap, CharacterState movement, bool force=false) | MWMechanics::CharacterController | private |
Result_DeathAnimFinished enum value | MWMechanics::CharacterController | |
Result_DeathAnimJustFinished enum value | MWMechanics::CharacterController | |
Result_DeathAnimPlaying enum value | MWMechanics::CharacterController | |
Result_DeathAnimStarted enum value | MWMechanics::CharacterController | |
resurrect() | MWMechanics::CharacterController | |
setActive(bool active) | MWMechanics::CharacterController | |
setAIAttackType(std::string attackType) | MWMechanics::CharacterController | |
setAttackingOrSpell(bool attackingOrSpell) | MWMechanics::CharacterController | |
setAttackTypeBasedOnMovement() | MWMechanics::CharacterController | private |
setAttackTypeRandomly(std::string &attackType) | MWMechanics::CharacterController | static |
setHeadTrackTarget(const MWWorld::ConstPtr &target) | MWMechanics::CharacterController | |
skipAnim() | MWMechanics::CharacterController | |
unpersistAnimationState() | MWMechanics::CharacterController | |
update(float duration) | MWMechanics::CharacterController | |
updateAnimQueue() | MWMechanics::CharacterController | private |
updateCarriedLeftVisible(WeaponType weaptype) const | MWMechanics::CharacterController | private |
updateContinuousVfx() | MWMechanics::CharacterController | |
updateCreatureState() | MWMechanics::CharacterController | private |
updateHeadTracking(float duration) | MWMechanics::CharacterController | private |
updateIdleStormState(bool inwater) | MWMechanics::CharacterController | private |
updateMagicEffects() | MWMechanics::CharacterController | private |
updatePtr(const MWWorld::Ptr &ptr) | MWMechanics::CharacterController | |
updateWeaponState() | MWMechanics::CharacterController | private |
~CharacterController() | MWMechanics::CharacterController | virtual |