simulation
Class CEntity
IJSComplex
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+--CJSComplex, IEventTarget, boost::noncopyable
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+--CEntity
in Entity.h
in Entity.cpp
in EntityRendering.cpp
in EntityScriptInterface.cpp
in EntityStateProcessing.cpp
- class CEntity
- extends CJSComplex, IEventTarget, boost::noncopyable
Method Summary |
jsval_t |
AddAura( JSContext* cx, uintN argc, jsval* argv )
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void |
CalculateRegen( float timestep )
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void |
CheckExtant()
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void |
CheckGroup()
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void |
CheckListeners( int type, CEntity* target )
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void |
CheckSelection()
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private float |
ChooseMovementSpeed( float distance )
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void |
ClearOrders()
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JSBool |
Construct( JSContext* cx, JSObject* UNUSED( obj ), uint argc, jsval* argv, jsval* rval )
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void |
DestroyAllNotifiers()
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jsval_t |
DestroyAllNotifiers( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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int |
DestroyNotifier( CEntity* target )
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jsval_t |
DestroyNotifier( JSContext* cx, uintN argc, jsval* argv )
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void |
DispatchFormationEvent( int type )
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void |
DispatchNotification( CEntityOrder order, int type )
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float |
Distance2D( CEntity* other )
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float |
Distance2D( CVector2D p )
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float |
Distance2D( float x, float z )
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void |
DrawBar( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2, SColour col1, SColour col2, float currVal, float maxVal )
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void |
DrawRect( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2 )
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void |
entf_clear( uint desired_flag )
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bool |
entf_get( uint desired_flag ) const
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void |
entf_set( uint desired_flag )
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void |
entf_set_to( uint desired_flag, bool value )
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void |
ExitAuras()
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int |
FindSector( int divs, float angle, float maxAngle, bool negative = true )
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jsval_t |
FindSector( JSContext* cx, uintN argc, jsval* argv )
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jsval_t |
FlattenTerrain( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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bool |
ForceCheckListeners( JSContext* cx, uintN argc, jsval* argv )
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float |
GetAnchorLevel( float x, float z )
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int |
GetAttackAction( HEntity target )
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jsval_t |
GetAttackDirections( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval |
GetClassSet()
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int |
GetCurrentRequest( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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float |
GetDistance( JSContext* cx, uintN argc, jsval* argv )
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CEntityFormation* |
GetFormation()
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jsval_t |
GetFormationBonus( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationBonusBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationBonusType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationBonusVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationPenalty( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationPenaltyBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationPenaltyType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetFormationPenaltyVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetHeight( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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CPlayer* |
GetPlayer()
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jsval_t |
GetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
GetRunState( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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CVector2D |
GetScreenCoords( float height )
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JSObject* |
GetScriptExecContext( IEventTarget* target )
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jsval_t |
GetSpawnPoint( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
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jsval_t |
GetVisibleEntities( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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bool |
HasClass( JSContext* cx, uintN argc, jsval* argv )
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jsval_t |
HasRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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static void |
InitAttributes( const CEntity* _this )
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void |
initAuraData()
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bool |
Initialize()
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void |
Interpolate( float relativeoffset )
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void |
InvalidateActor()
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bool |
IsIdle( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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bool |
IsInFormation( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
IsRunning( JSContext* cx, uintN argc, jsval* argv )
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jsval |
JSI_GetPlayer()
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void |
JSI_SetPlayer( jsval val )
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bool |
Kill( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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void |
Kill( bool keepActor = false )
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void |
LoadBase()
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jsval_t |
OnDamaged( JSContext* cx, uintN argc, jsval* argv )
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bool |
Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued )
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inline bool |
OrderFromTriggers( JSContext* cx, uintN argc, jsval* argv )
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inline bool |
OrderQueued( JSContext* cx, uintN argc, jsval* argv )
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inline bool |
OrderSingle( JSContext* cx, uintN argc, jsval* argv )
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void |
PopOrder()
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private bool |
ProcessContactAction( CEntityOrder* current, size_t UNUSED( timestep_millis ), CEntityOrder::EOrderType transition, SEntityAction* action )
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private bool |
ProcessContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action )
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private bool |
ProcessGeneric( CEntityOrder* current, size_t timestep_millis )
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private bool |
ProcessGenericNoPathing( CEntityOrder* current, size_t timestep_millis )
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private bool |
ProcessGoto( CEntityOrder* current, size_t UNUSED( timestep_millis ) )
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private uint |
ProcessGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide, float& timeLeft )
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private bool |
ProcessGotoNoPathing( CEntityOrder* current, size_t timestep_millis )
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private bool |
ProcessGotoWaypoint( CEntityOrder* current, size_t UNUSED( timestep_milli ), bool contact )
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private bool |
ProcessPatrol( CEntityOrder* current, size_t UNUSED( timestep_millis ) )
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private bool |
ProcessProduce( CEntityOrder* order )
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void |
PushOrder( CEntityOrder& order )
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void |
RebuildClassSet()
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jsval_t |
RegisterDamage( JSContext* cx, uintN argc, jsval* argv )
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jsval_t |
RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv )
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jsval_t |
RemoveAura( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
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void |
Render()
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void |
RenderAuras()
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void |
RenderBarBorders()
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void |
RenderBars()
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void |
RenderHealthBar()
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void |
RenderRallyPoint()
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void |
RenderRank()
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void |
RenderSelectionOutline( float alpha = 1. 0f )
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void |
RenderStaminaBar()
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void |
Reorient()
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void |
Repath()
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bool |
RequestNotification( JSContext* cx, uintN argc, jsval* argv )
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static void |
ScriptingInit()
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jsval_t |
SetActionParams( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
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void |
SetClassSet( jsval value )
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private void |
SetPlayer( CPlayer* pPlayer )
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jsval_t |
SetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
SetRun( JSContext* cx, uintN argc, jsval* argv )
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private bool |
ShouldRun( float distance )
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void |
SnapToGround()
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void |
StanceChanged()
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void |
Teleport()
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jsval_t |
TerminateOrder( JSContext* UNUSED( cx ), uintN argc, jsval* argv )
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jsval_t |
ToString( JSContext* cx, uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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jsval_t |
TriggerRun( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) )
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void |
Update( size_t timestep_millis )
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void |
UpdateActorTransforms()
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void |
UpdateAuras( size_t timestep_millis )
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void |
UpdateCollisionPatch()
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private void |
UpdateOrders( size_t timestep_millis )
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void |
UpdateXZOrientation()
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Methods inherited from class CJSComplex |
GetProperty, SetProperty, WatchNotify, JSGetProperty, JSSetProperty, JSEnumerate, SetWatchAll, UnWatchAll, ScriptingInit, ScriptingShutdown, DefaultFinalize, CreateScriptObject, ReleaseScriptObject, GetScript, Shutdown, SetBase, Rebuild, HasProperty, FillEnumerateSet, AddProperty, AddProperty, AddClassProperty, AddMethod, AddClassProperty, AddReadOnlyClassProperty, AddProperty, AddReadOnlyProperty, DeletePreviouslyAssignedProperty |
ent_flags
public uint ent_flags;
m_actions
public CEntity::ActionTable m_actions;
m_actor
public CUnit* m_actor;
m_actor_transform_valid
public bool m_actor_transform_valid;
m_actorSelections
public std::set< CStr8 > m_actorSelections;
m_ahead
public CVector2D m_ahead;
m_associatedTerritory
public CTerritory* m_associatedTerritory;
m_auras
public CEntity::AuraTable m_auras;
m_aurasInfluencingMe
public CEntity::AuraSet m_aurasInfluencingMe;
m_base
public CEntityTemplate* m_base;
m_bounds
public CBoundingObject* m_bounds;
m_building
public CStrW m_building;
m_buildingLimitCategory
public CStrW m_buildingLimitCategory;
m_classes
public CClassSet m_classes;
m_collisionPatch
public std::vector< CEntity* >* m_collisionPatch;
m_currentNotification
public int m_currentNotification;
m_currentRequest
public int m_currentRequest;
m_EventHandlers
public CScriptObject m_EventHandlers[ EVENT_LAST ];
m_extant
public bool m_extant;
m_formation
public int m_formation;
m_formationSlot
public int m_formationSlot;
m_frameCheck
public int m_frameCheck;
m_fsm_cyclepos
public size_t m_fsm_cyclepos;
m_graphics_orientation
public CVector3D m_graphics_orientation;
m_graphics_position
public CVector3D m_graphics_position;
m_grouped
public i32 m_grouped;
m_healthCurr
public float m_healthCurr;
m_healthDecayRate
public float m_healthDecayRate;
m_healthMax
public float m_healthMax;
m_healthRegenRate
public float m_healthRegenRate;
m_healthRegenStart
public float m_healthRegenStart;
m_lastCombatTime
public double m_lastCombatTime;
m_lastRunTime
public double m_lastRunTime;
m_lastState
public int m_lastState;
m_listeners
public std::deque< CEntityListener > m_listeners;
m_los
public int m_los;
m_maxActorPitch
public float m_maxActorPitch;
m_minActorPitch
public float m_minActorPitch;
m_notifiers
public std::vector< CEntity* > m_notifiers;
m_orderQueue
public CEntityOrders m_orderQueue;
m_orientation
public CVector3D m_orientation;
m_orientation_previous
public CVector3D m_orientation_previous;
m_orientation_smoothed
public CVector3D m_orientation_smoothed;
m_orientation_unclamped
public CVector2D m_orientation_unclamped;
m_player
private CPlayer* m_player;
m_position
public CVector3D m_position;
m_position_previous
public CVector3D m_position_previous;
m_productionQueue
public CProductionQueue* m_productionQueue;
m_rallyPoint
public CVector3D m_rallyPoint;
m_rankName
public CStr m_rankName;
m_runDecayRate
public float m_runDecayRate;
m_runMaxRange
public float m_runMaxRange;
m_runMinRange
public float m_runMinRange;
m_runRegenRate
public float m_runRegenRate;
m_runSpeed
public float m_runSpeed;
m_sectorValues
public std::vector< bool > m_sectorValues;
m_selected
public bool m_selected;
m_speed
public float m_speed;
m_staminaCurr
public float m_staminaCurr;
m_staminaMax
public float m_staminaMax;
m_stance
public CStance* m_stance;
m_stanceName
public CStr m_stanceName;
m_targetorientation
public float m_targetorientation;
m_turningRadius
public float m_turningRadius;
m_unsnappedPoints
public std::vector< std::vector< CVector2D > > m_unsnappedPoints;
m_visible
public bool m_visible;
me
public HEntity me;
NOT_IN_CYCLE
public static const size_t NOT_IN_CYCLE;
CEntity
private CEntity( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr8 >& actorSelections, const CStrW* building = 0 );
~CEntity
public ~CEntity();
AddAura
public jsval_t AddAura( JSContext* cx, uintN argc, jsval* argv );
CalculateRegen
public void CalculateRegen( float timestep );
CheckExtant
public void CheckExtant();
CheckGroup
public void CheckGroup();
CheckListeners
public void CheckListeners( int type, CEntity* target );
CheckSelection
public void CheckSelection();
ChooseMovementSpeed
private float ChooseMovementSpeed( float distance );
ClearOrders
public void ClearOrders();
Construct
public JSBool Construct( JSContext* cx, JSObject* UNUSED( obj ), uint argc, jsval* argv, jsval* rval );
DestroyAllNotifiers
public void DestroyAllNotifiers();
DestroyAllNotifiers
public jsval_t DestroyAllNotifiers( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
DestroyNotifier
public int DestroyNotifier( CEntity* target );
DestroyNotifier
public jsval_t DestroyNotifier( JSContext* cx, uintN argc, jsval* argv );
DispatchFormationEvent
public void DispatchFormationEvent( int type );
DispatchNotification
public void DispatchNotification( CEntityOrder order, int type );
Distance2D
public float Distance2D( CEntity* other );
Distance2D
public float Distance2D( CVector2D p );
Distance2D
public float Distance2D( float x, float z );
DrawBar
public void DrawBar( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2, SColour col1, SColour col2, float currVal, float maxVal );
DrawRect
public void DrawRect( CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2 );
entf_clear
public void entf_clear( uint desired_flag );
entf_get
public bool entf_get( uint desired_flag ) const;
entf_set
public void entf_set( uint desired_flag );
entf_set_to
public void entf_set_to( uint desired_flag, bool value );
ExitAuras
public void ExitAuras();
FindSector
public int FindSector( int divs, float angle, float maxAngle, bool negative = true );
FindSector
public jsval_t FindSector( JSContext* cx, uintN argc, jsval* argv );
FlattenTerrain
public jsval_t FlattenTerrain( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
ForceCheckListeners
public bool ForceCheckListeners( JSContext* cx, uintN argc, jsval* argv );
GetAnchorLevel
public float GetAnchorLevel( float x, float z );
GetAttackAction
public int GetAttackAction( HEntity target );
GetAttackDirections
public jsval_t GetAttackDirections( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetClassSet
public jsval GetClassSet();
GetCurrentRequest
public int GetCurrentRequest( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetDistance
public float GetDistance( JSContext* cx, uintN argc, jsval* argv );
GetFormation
public CEntityFormation* GetFormation();
GetFormationBonus
public jsval_t GetFormationBonus( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationBonusBase
public jsval_t GetFormationBonusBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationBonusType
public jsval_t GetFormationBonusType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationBonusVal
public jsval_t GetFormationBonusVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationPenalty
public jsval_t GetFormationPenalty( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationPenaltyBase
public jsval_t GetFormationPenaltyBase( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationPenaltyType
public jsval_t GetFormationPenaltyType( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetFormationPenaltyVal
public jsval_t GetFormationPenaltyVal( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetHeight
public jsval_t GetHeight( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetPlayer
public CPlayer* GetPlayer();
GetRallyPoint
public jsval_t GetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetRunState
public jsval_t GetRunState( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
GetScreenCoords
public CVector2D GetScreenCoords( float height );
GetScriptExecContext
public JSObject* GetScriptExecContext( IEventTarget* target );
GetSpawnPoint
public jsval_t GetSpawnPoint( JSContext* UNUSED( cx ), uintN argc, jsval* argv );
GetVisibleEntities
public jsval_t GetVisibleEntities( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
HasClass
public bool HasClass( JSContext* cx, uintN argc, jsval* argv );
HasRallyPoint
public jsval_t HasRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
InitAttributes
public static void InitAttributes( const CEntity* _this );
initAuraData
public void initAuraData();
Initialize
public bool Initialize();
Interpolate
public void Interpolate( float relativeoffset );
InvalidateActor
public void InvalidateActor();
IsIdle
public bool IsIdle( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
IsInFormation
public bool IsInFormation( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
IsRunning
public jsval_t IsRunning( JSContext* cx, uintN argc, jsval* argv );
JSI_GetPlayer
public jsval JSI_GetPlayer();
JSI_SetPlayer
public void JSI_SetPlayer( jsval val );
Kill
public bool Kill( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
Kill
public void Kill( bool keepActor = false );
LoadBase
public void LoadBase();
OnDamaged
public jsval_t OnDamaged( JSContext* cx, uintN argc, jsval* argv );
Order
public bool Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued );
OrderFromTriggers
public inline bool OrderFromTriggers( JSContext* cx, uintN argc, jsval* argv );
OrderQueued
public inline bool OrderQueued( JSContext* cx, uintN argc, jsval* argv );
OrderSingle
public inline bool OrderSingle( JSContext* cx, uintN argc, jsval* argv );
PopOrder
public void PopOrder();
ProcessContactAction
private bool ProcessContactAction( CEntityOrder* current, size_t UNUSED( timestep_millis ), CEntityOrder::EOrderType transition, SEntityAction* action );
ProcessContactActionNoPathing
private bool ProcessContactActionNoPathing( CEntityOrder* current, size_t timestep_millis, const CStr& animation, CScriptEvent* contactEvent, SEntityAction* action );
ProcessGeneric
private bool ProcessGeneric( CEntityOrder* current, size_t timestep_millis );
ProcessGenericNoPathing
private bool ProcessGenericNoPathing( CEntityOrder* current, size_t timestep_millis );
ProcessGoto
private bool ProcessGoto( CEntityOrder* current, size_t UNUSED( timestep_millis ) );
ProcessGotoHelper
private uint ProcessGotoHelper( CEntityOrder* current, size_t timestep_millis, HEntity& collide, float& timeLeft );
ProcessGotoNoPathing
private bool ProcessGotoNoPathing( CEntityOrder* current, size_t timestep_millis );
ProcessGotoWaypoint
private bool ProcessGotoWaypoint( CEntityOrder* current, size_t UNUSED( timestep_milli ), bool contact );
ProcessPatrol
private bool ProcessPatrol( CEntityOrder* current, size_t UNUSED( timestep_millis ) );
ProcessProduce
private bool ProcessProduce( CEntityOrder* order );
PushOrder
public void PushOrder( CEntityOrder& order );
RebuildClassSet
public void RebuildClassSet();
RegisterDamage
public jsval_t RegisterDamage( JSContext* cx, uintN argc, jsval* argv );
RegisterOrderChange
public jsval_t RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv );
RemoveAura
public jsval_t RemoveAura( JSContext* UNUSED( cx ), uintN argc, jsval* argv );
Render
public void Render();
RenderAuras
public void RenderAuras();
RenderBarBorders
public void RenderBarBorders();
RenderBars
public void RenderBars();
RenderHealthBar
public void RenderHealthBar();
RenderRallyPoint
public void RenderRallyPoint();
RenderRank
public void RenderRank();
RenderSelectionOutline
public void RenderSelectionOutline( float alpha = 1. 0f );
RenderStaminaBar
public void RenderStaminaBar();
Reorient
public void Reorient();
Repath
public void Repath();
RequestNotification
public bool RequestNotification( JSContext* cx, uintN argc, jsval* argv );
ScriptingInit
public static void ScriptingInit();
SetActionParams
public jsval_t SetActionParams( JSContext* UNUSED( cx ), uintN argc, jsval* argv );
SetClassSet
public void SetClassSet( jsval value );
SetPlayer
private void SetPlayer( CPlayer* pPlayer );
SetRallyPoint
public jsval_t SetRallyPoint( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
SetRun
public jsval_t SetRun( JSContext* cx, uintN argc, jsval* argv );
ShouldRun
private bool ShouldRun( float distance );
SnapToGround
public void SnapToGround();
StanceChanged
public void StanceChanged();
Teleport
public void Teleport();
TerminateOrder
public jsval_t TerminateOrder( JSContext* UNUSED( cx ), uintN argc, jsval* argv );
ToString
public jsval_t ToString( JSContext* cx, uintN UNUSED( argc ), jsval* UNUSED( argv ) );
TriggerRun
public jsval_t TriggerRun( JSContext* UNUSED( cx ), uintN UNUSED( argc ), jsval* UNUSED( argv ) );
Update
public void Update( size_t timestep_millis );
UpdateActorTransforms
public void UpdateActorTransforms();
UpdateAuras
public void UpdateAuras( size_t timestep_millis );
UpdateCollisionPatch
public void UpdateCollisionPatch();
UpdateOrders
private void UpdateOrders( size_t timestep_millis );
UpdateXZOrientation
public void UpdateXZOrientation();