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OpenGothic
Open source reimplementation of Gothic I and II
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This is the complete list of members for MdlVisual, including all inherited members.
| addOverlay(const Skeleton *sk, uint64_t time) | MdlVisual | |
| bounds() const | MdlVisual | |
| clearOverlays() | MdlVisual | |
| clearSlotItem(std::string_view bone) | MdlVisual | |
| comboLength() const | MdlVisual | |
| continueCombo(Npc &npc, AnimationSolver::Anim a, BodyState bs, WeaponState st, WalkBit wlk) | MdlVisual | |
| delOverlay(std::string_view sk) | MdlVisual | |
| delOverlay(const Skeleton *sk) | MdlVisual | |
| displayPosition() const | MdlVisual | |
| dropShield(Npc &owner) | MdlVisual | |
| dropWeapon(Npc &owner) | MdlVisual | |
| emitBlockEffect(Npc &dst, Npc &src) | MdlVisual | |
| fightMode() const | MdlVisual | inline |
| hasAnim(std::string_view scheme) const | MdlVisual | |
| hasOverlay(const Skeleton *sk) const | MdlVisual | |
| headRotation() const | MdlVisual | |
| interrupt() | MdlVisual | |
| isAnimExist(std::string_view name) const | MdlVisual | |
| isStanding() const | MdlVisual | |
| isUsingTorch() const | MdlVisual | |
| load(Serialize &fin, Npc &npc) | MdlVisual | |
| load(Serialize &fin, Interactive &mob) | MdlVisual | |
| mapBone(const size_t boneId) const -> Tempest::Vec3 | MdlVisual | |
| mapHeadBone() const -> Tempest::Vec3 | MdlVisual | |
| mapWeaponBone() const -> Tempest::Vec3 | MdlVisual | |
| MdlVisual() | MdlVisual | |
| MdlVisual(const MdlVisual &)=delete | MdlVisual | |
| MdlVisual(MdlVisual &&)=default | MdlVisual | |
| operator=(MdlVisual &&)=default | MdlVisual | |
| pose() const | MdlVisual | inline |
| processEvents(World &world, uint64_t &barrier, Animation::EvCount &ev) | MdlVisual | |
| processLayers(World &world) | MdlVisual | |
| save(Serialize &fout, const Npc &npc) const | MdlVisual | |
| save(Serialize &fout, const Interactive &mob) const | MdlVisual | |
| setAmmoItem(MeshObjects::Mesh &&ammo, std::string_view bone) | MdlVisual | |
| setAnimRotate(Npc &npc, int dir) | MdlVisual | |
| setAnimWhirl(Npc &npc, int dir) | MdlVisual | |
| setArmor(Npc &npc, MeshObjects::Mesh &&armor) | MdlVisual | |
| setBody(Npc &npc, MeshObjects::Mesh &&body, const int32_t version) | MdlVisual | |
| setFatness(float f) | MdlVisual | |
| setFightMode(zenkit::MdsFightMode mode) | MdlVisual | |
| setHeadRotation(float dx, float dz) | MdlVisual | |
| setMagicWeapon(Effect &&spell, World &owner) | MdlVisual | |
| setMagicWeaponKey(World &owner, SpellFxKey key, int32_t keyLvl=0) | MdlVisual | |
| setNpcEffect(World &owner, Npc &npc, std::string_view s, zenkit::NpcFlag flags) | MdlVisual | |
| setObjMatrix(const Tempest::Matrix4x4 &m, bool syncAttach=false) | MdlVisual | |
| setRangedWeapon(MeshObjects::Mesh &&bow) | MdlVisual | |
| setShield(MeshObjects::Mesh &&shield) | MdlVisual | |
| setSlotItem(MeshObjects::Mesh &&itm, std::string_view bone) | MdlVisual | |
| setStateItem(MeshObjects::Mesh &&itm, std::string_view bone) | MdlVisual | |
| setSword(MeshObjects::Mesh &&sword) | MdlVisual | |
| setToFightMode(const WeaponState ws) | MdlVisual | |
| setTorch(bool t, World &owner) | MdlVisual | |
| setVisual(const Skeleton *visual) | MdlVisual | |
| setVisualBody(World &owner, MeshObjects::Mesh &&body) | MdlVisual | |
| setVisualBody(Npc &npc, MeshObjects::Mesh &&h, MeshObjects::Mesh &&body, int32_t version) | MdlVisual | |
| setYTranslationEnable(bool e) | MdlVisual | |
| startAnim(Npc &npc, WeaponState st) | MdlVisual | |
| startAnimAndGet(std::string_view name, uint64_t tickCount, bool forceAnim=false) | MdlVisual | |
| startAnimAndGet(Npc &npc, std::string_view name, uint8_t comb, BodyState bs) | MdlVisual | |
| startAnimAndGet(Npc &npc, AnimationSolver::Anim a, uint8_t comb, WeaponState st, WalkBit wlk) | MdlVisual | |
| startAnimDialog(Npc &npc) | MdlVisual | |
| startAnimItem(Npc &npc, std::string_view scheme, int state) | MdlVisual | |
| startAnimSpell(Npc &npc, std::string_view scheme, bool invest) | MdlVisual | |
| startEffect(World &owner, Effect &&pfx, int32_t slot, bool noSlot) | MdlVisual | |
| startFaceAnim(Npc &npc, std::string_view anim, float intensity, uint64_t duration) | MdlVisual | |
| startMMAnim(Npc &npc, std::string_view anim, std::string_view node) | MdlVisual | |
| stopAnim(Npc &npc, std::string_view anim) | MdlVisual | |
| stopDlgAnim(Npc &npc) | MdlVisual | |
| stopEffect(const VisualFx &vfx) | MdlVisual | |
| stopEffect(int32_t slot) | MdlVisual | |
| stopItemStateAnim(Npc &npc) | MdlVisual | |
| stopWalkAnim(Npc &npc) | MdlVisual | |
| syncAttaches() | MdlVisual | |
| transform() const | MdlVisual | inline |
| updateAnimation(Npc *npc, Interactive *mobsi, World &world, uint64_t dt, bool force) | MdlVisual | |
| updateWeaponSkeleton(const Item *sword, const Item *bow) | MdlVisual | |
| viewDirection() const | MdlVisual | |
| visualSkeleton() const | MdlVisual | |
| visualSkeletonScheme() const | MdlVisual | |
| ~MdlVisual() | MdlVisual |