OpenGothic
Open source reimplementation of Gothic I and II
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MdlVisual Member List

This is the complete list of members for MdlVisual, including all inherited members.

addOverlay(const Skeleton *sk, uint64_t time)MdlVisual
bounds() constMdlVisual
clearOverlays()MdlVisual
clearSlotItem(std::string_view bone)MdlVisual
comboLength() constMdlVisual
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() constMdlVisual
dropShield(Npc &owner)MdlVisual
dropWeapon(Npc &owner)MdlVisual
emitBlockEffect(Npc &dst, Npc &src)MdlVisual
fightMode() constMdlVisualinline
hasAnim(std::string_view scheme) constMdlVisual
hasOverlay(const Skeleton *sk) constMdlVisual
headRotation() constMdlVisual
interrupt()MdlVisual
isAnimExist(std::string_view name) constMdlVisual
isStanding() constMdlVisual
isUsingTorch() constMdlVisual
load(Serialize &fin, Npc &npc)MdlVisual
load(Serialize &fin, Interactive &mob)MdlVisual
mapBone(const size_t boneId) const -> Tempest::Vec3MdlVisual
mapHeadBone() const -> Tempest::Vec3MdlVisual
mapWeaponBone() const -> Tempest::Vec3MdlVisual
MdlVisual()MdlVisual
MdlVisual(const MdlVisual &)=deleteMdlVisual
MdlVisual(MdlVisual &&)=defaultMdlVisual
operator=(MdlVisual &&)=defaultMdlVisual
pose() constMdlVisualinline
processEvents(World &world, uint64_t &barrier, Animation::EvCount &ev)MdlVisual
processLayers(World &world)MdlVisual
save(Serialize &fout, const Npc &npc) constMdlVisual
save(Serialize &fout, const Interactive &mob) constMdlVisual
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() constMdlVisualinline
updateAnimation(Npc *npc, Interactive *mobsi, World &world, uint64_t dt, bool force)MdlVisual
updateWeaponSkeleton(const Item *sword, const Item *bow)MdlVisual
viewDirection() constMdlVisual
visualSkeleton() constMdlVisual
visualSkeletonScheme() constMdlVisual
~MdlVisual()MdlVisual