Dumb-ways-to-memorize
2D game
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#include <entity.h>
Data Fields | |
int | mHazards |
int | mNextThink |
int | mHealth |
int | mDamage |
int | mWeight |
int | mCurrentFrame |
int | mDirection:1 |
collision_type_t | mCollisionType |
entity_state_t | mEntityState |
sprite_t ** | mSprites |
sprite_t * | mAnimation |
ai_function_t * | mData |
char * | mName |
vec2_t | mAccel |
vec2_t | mVelocity |
vec2_t | mPosition |
void(* | Think )(entity_t *self) |
void(* | Touch )(entity_t *self, entity_t *other, int type) |
void(* | Draw )(entity_t *self) |
void(* | PowerUp )(struct power_s *info) |
void(* entity_t::Draw) (entity_t *self) |
sprite_t* entity_t::mAnimation |
collision_type_t entity_t::mCollisionType |
int entity_t::mDamage |
ai_function_t* entity_t::mData |
entity_state_t entity_t::mEntityState |
int entity_t::mHazards |
int entity_t::mHealth |
int entity_t::mNextThink |
vec2_t entity_t::mPosition |
sprite_t** entity_t::mSprites |
int entity_t::mWeight |
void(* entity_t::PowerUp) (struct power_s *info) |
void(* entity_t::Think) (entity_t *self) |
void(* entity_t::Touch) (entity_t *self, entity_t *other, int type) |