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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 Pose, including all inherited members.
| animationTotalTime() const | Pose | |
| animMoveSpeed(uint64_t tickCount, uint64_t dt) const | Pose | |
| atkTotalTime() const | Pose | |
| bodyState() const | Pose | |
| bone(size_t id) const -> const Tempest::Matrix4x4 & | Pose | |
| boneCount() const | Pose | |
| calcAniComb(const Tempest::Vec3 &dpos, float rotation) | Pose | static |
| calcAniCombVert(const Tempest::Vec3 &dpos) | Pose | static |
| comboLength() const | Pose | |
| continueCombo(const AnimationSolver &solver, const Animation::Sequence *sq, BodyState bs, uint64_t tickCount) -> const Animation::Sequence * | Pose | |
| findNode(std::string_view b) const | Pose | |
| Flags enum name | Pose | |
| Force enum value | Pose | |
| hasAnim() const | Pose | |
| hasState(BodyState s) const | Pose | |
| hasStateFlag(BodyState f) const | Pose | |
| headRotation() const | Pose | |
| interrupt() | Pose | |
| isAttackAnim() const | Pose | |
| isDefence(uint64_t tickCount) const | Pose | |
| isDefParWindow(uint64_t tickCount) const | Pose | |
| isDefWindow(uint64_t tickCount) const | Pose | |
| isFlyAnim() const | Pose | |
| isIdle() const | Pose | |
| isInAnim(std::string_view sq) const | Pose | |
| isInAnim(const Animation::Sequence *sq) const | Pose | |
| isJumpAnim() const | Pose | |
| isJumpBack(uint64_t tickCount) const | Pose | |
| isPrehit(uint64_t now) const | Pose | |
| isStanding() const | Pose | |
| load(Serialize &fin, const AnimationSolver &solver) | Pose | |
| NoFlags enum value | Pose | |
| NoHint enum value | Pose | |
| NoTranslation enum value | Pose | |
| Pose() | Pose | |
| processEvents(uint64_t &barrier, uint64_t now, Animation::EvCount &ev) const | Pose | |
| processLayers(AnimationSolver &solver, uint64_t tickCount) | Pose | |
| processPfx(MdlVisual &visual, World &world, uint64_t tickCount) | Pose | |
| processSfx(Npc &npc, uint64_t tickCount) | Pose | |
| processSfx(Interactive &mob, uint64_t tickCount) | Pose | |
| rootBone() const -> const Tempest::Matrix4x4 | Pose | |
| rootNode() const -> const Tempest::Matrix4x4 | Pose | |
| save(Serialize &fout) | Pose | |
| setAnimItem(const AnimationSolver &solver, Npc &npc, std::string_view scheme, int state) -> const Animation::Sequence * | Pose | |
| setAnimRotate(const AnimationSolver &solver, Npc &npc, WeaponState fightMode, AnimationSolver::TurnType turn, int dir) | Pose | |
| setFlags(Flags f) | Pose | |
| setHeadRotation(float dx, float dz) | Pose | |
| setObjectMatrix(const Tempest::Matrix4x4 &obj, bool sync) | Pose | |
| setSkeleton(const Skeleton *sk) | Pose | |
| startAnim(const AnimationSolver &solver, const Animation::Sequence *sq, uint8_t comb, BodyState bs, StartHint hint, uint64_t tickCount) | Pose | |
| StartHint enum name | Pose | |
| stopAllAnim() | Pose | |
| stopAnim(std::string_view name) | Pose | |
| stopItemStateAnim(const AnimationSolver &solver, uint64_t tickCount) | Pose | |
| stopWalkAnim() | Pose | |
| transform() const | Pose | |
| translateY() const | Pose | inline |
| update(uint64_t tickCount, bool force) | Pose |