altEngine
 All Classes Files Functions Variables Typedefs Enumerations Enumerator Friends Macros
Public Member Functions | Public Attributes | Protected Attributes | Friends | List of all members
Engine Class Reference

#include <engine.h>

Collaboration diagram for Engine:
Collaboration graph
[legend]

Public Member Functions

 Engine ()
 
void init (void *param1, void *param2, char *cmdline)
 
void load (char *level)
 
void unload ()
 
void destroy ()
 
void quit ()
 
void render (double last_frametime)
 
void render_scene (bool lights)
 
void render_scene_using_shadowmap (bool lights)
 
void render_entities (const matrix4 &trans, matrix4 &proj, bool lights, bool blend, bool vis=true)
 
void render_shadow_volumes ()
 
void render_shadowmaps (bool everything)
 
void render_portalcamera ()
 
void render_texture (int texObj, bool depth_view)
 
void post_process (int num_passes, int type)
 
void render_bloom (bool debug)
 
void render_skyray (bool debug)
 
void render_wave (bool debug)
 
void resize (int width, int height)
 
void fullscreen ()
 
void step (int tick_num)
 
void dynamics ()
 
void handle_springs ()
 
void spatial_testing ()
 
void activate_light (float distance, Light *light)
 
void update_audio ()
 
void set_reference_distance (float value)
 
void set_max_distance (float value)
 
void set_rolloff_factor (float value)
 
bool mousepos (int x, int y, int deltax, int deltay)
 
void keypress (char *key, bool pressed)
 
void keystroke (char key, char *keystr)
 
void load_entities ()
 
int get_entity ()
 
int get_player ()
 
int find_type (int ent_type, int skip)
 
void clean_entity (int index)
 
void load_models ()
 
void create_sources ()
 
void console (char *cmd)
 
void handle_game (char key)
 
bool collision_detect (RigidBody &body)
 
bool map_collision (RigidBody &body)
 
bool body_collision (RigidBody &body)
 
void get_shaderlist_pk3 (char **shaderlist, int &num_shader)
 
int bind (int port)
 
void connect (char *server)
 
void chat (char *name, char *msg)
 
void kick (unsigned int i)
 
int GetKeyState (input_t &keyboard)
 
input_t GetKeyState (int keystate)
 
void bind_keys ()
 
void server_recv ()
 
void server_send ()
 
void server_send_state (int client)
 
void set_spawn_string (char *msg, client_t *client)
 
void parse_spawn_string (char *msg)
 
void client_recv ()
 
void client_send ()
 
int handle_servermsg (servermsg_t &servermsg, unsigned char *data, reliablemsg_t *reliablemsg)
 
void render_weapon (const matrix4 &trans, bool lights, int i)
 
void render_trails (matrix4 &trans)
 
void render_players (matrix4 &trans, matrix4 &projection, bool lights, bool self)
 
int serialize_ents (unsigned char *data, unsigned short int &num_ents, unsigned int &data_size)
 
int deserialize_ents (unsigned char *data, unsigned short int num_ents, unsigned int data_size)
 
int deserialize_net_player (net_player_t *player, int index, int etype)
 
int deserialize_net_rigid (net_rigid_t *rigid, int index, int etype)
 
int deserialize_net_trigger (net_trigger_t *net, int index, int etype)
 
int deserialize_net_projectile (net_projectile_t *net, int index, int etype)
 
bool select_wave (int source, char *file)
 
bool play_wave_source (int source, int index)
 
int play_wave (vec3 &position, int index)
 
int play_wave_loop (vec3 &position, int index)
 
int play_wave_global (int index)
 
int play_wave_global_loop (int index)
 
int get_load_wave (const char *file)
 
void screenshot (unsigned int &luminance, bool luminance_only)
 
void paste (char *data, unsigned int size)
 
void copy (char *data, unsigned int size)
 
void destroy_buffers ()
 
void render_to_framebuffer (double last_frametime)
 
void set_dynamic_resolution (double last_frametime)
 
void hitscan (vec3 &origin, vec3 &dir, int *index_list, int &num_index, int self, float range)
 
void load_md5 ()
 
void find_path (int *&path, int &path_length, int start_path, int end_path)
 
void zoom (float level)
 
void reload_shaders ()
 
void enum_resolutions ()
 
int get_source ()
 
int get_loop_source ()
 
int get_global_source ()
 
int get_global_loop_source ()
 
bool terrain_collision (RigidBody &body)
 
void render_ssao (bool debug)
 

Public Attributes

unsigned int xres
 
unsigned int yres
 
unsigned int tick_num
 
unsigned int lum_table [125]
 
unsigned int lum_index
 
unsigned int lum_avg
 
unsigned int testObj
 
unsigned int num_light
 
int doom_sound
 
unsigned int fullscreen_timer
 
unsigned int ingame_menu_timer
 
Terrain terrain
 
IsoSphere isosphere [10]
 
unsigned int audio_source [32]
 
unsigned int global_source [32]
 
unsigned int audio_loop_source [32]
 
unsigned int global_loop_source [32]
 
int max_sources
 
rendermode_t render_mode
 
bool dynamic_resolution
 
char * pk3_list [32]
 
unsigned int num_pk3
 
char * hash_list [32]
 
char hash_result [64][32]
 
unsigned int num_hash
 
unsigned int controller
 
char * cmd_list [1024]
 
unsigned int num_cmd
 
char * shader_list [256]
 
int num_shader
 
HashTable key_bind
 
char * pk3list
 
char * cmdlist
 
char * hashlist
 
char * hacklist
 
char * wad
 
Entitythug22
 
bool show_names
 
bool show_lines
 
bool show_debug
 
bool show_hud
 
bool collision_detect_enable
 
bool demo
 
bool shadowmaps
 
bool all_lights
 
bool enable_portal
 
bool enable_postprocess
 
bool enable_blur
 
bool enable_emboss
 
bool enable_wave
 
bool enable_bloom
 
bool debug_bloom
 
bool enable_ssao
 
bool enable_stencil
 
bool enable_map_shadows
 
bool enable_entities
 
bool enable_map
 
bool enable_terrain
 
char resbuf [MAX_RES][80]
 
int num_res
 
int current_res
 
int current_model
 
int num_model
 
int current_team
 
int num_team
 
BaseGamegame
 
MD5Model zcc
 
MD5Model sentry
 
MD5Model zsec_shotgun
 
vector< surface_t * > surface_list
 
unsigned int num_bot
 
unsigned int shadow_light
 
Bsp q3map
 
float res_scale
 
ScreenSpace ssao
 
bool show_shading
 
float ssao_level
 
float object_level
 
float ssao_radius
 
bool weight_by_angle
 
bool randomize_points
 
unsigned int point_count
 
float bloom_threshold
 
float bloom_strength
 
float bloom_amount
 
float dof_near
 
float dof_far
 
float zNear
 
float zFar
 
bool inf
 
float fov
 

Protected Attributes

matrix4 projection
 
matrix4 identity
 
float sensitivity
 
Graphics gfx
 
Audio audio
 
input_t input
 
Menu menu
 
Frame camera_frame
 
unsigned int spiral_vbo
 
unsigned int spiral_ibo
 
unsigned int lightning_ibo
 
unsigned int lightning_vbo
 
unsigned int global_vao
 
unsigned int render_fbo
 
unsigned int mask_fbo
 
unsigned int blur1_fbo
 
unsigned int blur2_fbo
 
unsigned int ssao_fbo
 
unsigned int render_quad
 
unsigned int render_depth
 
unsigned int render_ndepth
 
unsigned int mask_quad
 
unsigned int mask_depth
 
unsigned int blur1_quad
 
unsigned int blur1_depth
 
unsigned int blur2_quad
 
unsigned int blur2_depth
 
unsigned int ssao_quad
 
unsigned int ssao_depth
 
unsigned int fb_width
 
unsigned int fb_height
 
unsigned int multisample
 
unsigned int no_tex
 
unsigned int particle_tex
 
unsigned int palette1
 
unsigned int palette2
 
bool voted
 
unsigned int vote_yes
 
unsigned int vote_no
 
vector< Entity * > entity_list
 
unsigned int max_dynamic
 
unsigned int max_player
 
vector< Light * > light_list
 
vector< wave_tsnd_wave
 
int sequence
 
Net net
 
reliablemsg_t reliable [8]
 
reliablemsg_t client_reliable
 
int cl_skip
 
char sv_hostname [512]
 
char sv_motd [512]
 
char password [512]
 
unsigned int sv_maxclients
 
unsigned short int net_port
 
bool recording_demo
 
bool playing_demo
 
FILE * demofile
 
net_entity_t delta_list [512]
 
int server_spawn
 
Graph graph
 
graph_node_tnode
 
ref_tref
 
bool server_flag
 
vector< client_t * > client_list
 
bool client_flag
 
unsigned int last_server_sequence
 
unsigned int qport
 
bool active_clients [8]
 
netinfo_t netinfo
 
Global global
 
Post post
 
mLight2 mlight2
 
ParticleUpdate particle_update
 
ParticleRender particle_render
 
emitter_t emitter
 
unsigned int emitter_count
 
bool initialized
 
void * param1
 
void * param2
 

Friends

class Quake3
 
class Commando
 

Constructor & Destructor Documentation

Engine::Engine ( )

Member Function Documentation

void Engine::activate_light ( float  distance,
Light light 
)

Here is the caller graph for this function:

int Engine::bind ( int  port)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::bind_keys ( )

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::body_collision ( RigidBody body)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::chat ( char *  name,
char *  msg 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::clean_entity ( int  index)

Here is the caller graph for this function:

void Engine::client_recv ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::client_send ( )

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::collision_detect ( RigidBody body)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::connect ( char *  server)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::console ( char *  cmd)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::copy ( char *  data,
unsigned int  size 
)

Here is the call graph for this function:

void Engine::create_sources ( )

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::deserialize_ents ( unsigned char *  data,
unsigned short int  num_ents,
unsigned int  data_size 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::deserialize_net_player ( net_player_t player,
int  index,
int  etype 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::deserialize_net_projectile ( net_projectile_t net,
int  index,
int  etype 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::deserialize_net_rigid ( net_rigid_t rigid,
int  index,
int  etype 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::deserialize_net_trigger ( net_trigger_t net,
int  index,
int  etype 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::destroy ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::destroy_buffers ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::dynamics ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::enum_resolutions ( )

Here is the caller graph for this function:

void Engine::find_path ( int *&  path,
int &  path_length,
int  start_path,
int  end_path 
)

Here is the caller graph for this function:

int Engine::find_type ( int  ent_type,
int  skip 
)

Here is the caller graph for this function:

void Engine::fullscreen ( )

Here is the caller graph for this function:

int Engine::get_entity ( )

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::get_global_loop_source ( )

Here is the caller graph for this function:

int Engine::get_global_source ( )

Here is the caller graph for this function:

int Engine::get_load_wave ( const char *  file)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::get_loop_source ( )

Here is the caller graph for this function:

int Engine::get_player ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::get_shaderlist_pk3 ( char **  shaderlist,
int &  num_shader 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::get_source ( )

Here is the caller graph for this function:

int Engine::GetKeyState ( input_t keyboard)

Here is the caller graph for this function:

input_t Engine::GetKeyState ( int  keystate)
void Engine::handle_game ( char  key)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::handle_servermsg ( servermsg_t servermsg,
unsigned char *  data,
reliablemsg_t reliablemsg 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::handle_springs ( )

Here is the call graph for this function:

void Engine::hitscan ( vec3 origin,
vec3 dir,
int *  index_list,
int &  num_index,
int  self,
float  range 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::init ( void *  param1,
void *  param2,
char *  cmdline 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::keypress ( char *  key,
bool  pressed 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::keystroke ( char  key,
char *  keystr 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::kick ( unsigned int  i)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::load ( char *  level)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::load_entities ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::load_md5 ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::load_models ( )

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::map_collision ( RigidBody body)

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::mousepos ( int  x,
int  y,
int  deltax,
int  deltay 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::parse_spawn_string ( char *  msg)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::paste ( char *  data,
unsigned int  size 
)

Here is the call graph for this function:

int Engine::play_wave ( vec3 position,
int  index 
)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::play_wave_global ( int  index)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::play_wave_global_loop ( int  index)

Here is the call graph for this function:

Here is the caller graph for this function:

int Engine::play_wave_loop ( vec3 position,
int  index 
)

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::play_wave_source ( int  source,
int  index 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::post_process ( int  num_passes,
int  type 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::quit ( )

Here is the caller graph for this function:

void Engine::reload_shaders ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render ( double  last_frametime)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_bloom ( bool  debug)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_entities ( const matrix4 trans,
matrix4 proj,
bool  lights,
bool  blend,
bool  vis = true 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_players ( matrix4 trans,
matrix4 projection,
bool  lights,
bool  self 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_portalcamera ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_scene ( bool  lights)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_scene_using_shadowmap ( bool  lights)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_shadow_volumes ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_shadowmaps ( bool  everything)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_skyray ( bool  debug)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_ssao ( bool  debug)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_texture ( int  texObj,
bool  depth_view 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_to_framebuffer ( double  last_frametime)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_trails ( matrix4 trans)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_wave ( bool  debug)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::render_weapon ( const matrix4 trans,
bool  lights,
int  i 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::resize ( int  width,
int  height 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::screenshot ( unsigned int &  luminance,
bool  luminance_only 
)

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::select_wave ( int  source,
char *  file 
)

Here is the call graph for this function:

int Engine::serialize_ents ( unsigned char *  data,
unsigned short int &  num_ents,
unsigned int &  data_size 
)

Here is the caller graph for this function:

void Engine::server_recv ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::server_send ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::server_send_state ( int  client)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::set_dynamic_resolution ( double  last_frametime)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::set_max_distance ( float  value)

Here is the caller graph for this function:

void Engine::set_reference_distance ( float  value)

Here is the caller graph for this function:

void Engine::set_rolloff_factor ( float  value)

Here is the caller graph for this function:

void Engine::set_spawn_string ( char *  msg,
client_t client 
)

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::spatial_testing ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::step ( int  tick_num)

Here is the call graph for this function:

Here is the caller graph for this function:

bool Engine::terrain_collision ( RigidBody body)
void Engine::unload ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::update_audio ( )

Here is the call graph for this function:

Here is the caller graph for this function:

void Engine::zoom ( float  level)

Here is the call graph for this function:

Here is the caller graph for this function:

Friends And Related Function Documentation

friend class Commando
friend
friend class Quake3
friend

Member Data Documentation

bool Engine::active_clients[8]
protected
bool Engine::all_lights
Audio Engine::audio
protected
unsigned int Engine::audio_loop_source[32]
unsigned int Engine::audio_source[32]
float Engine::bloom_amount
float Engine::bloom_strength
float Engine::bloom_threshold
unsigned int Engine::blur1_depth
protected
unsigned int Engine::blur1_fbo
protected
unsigned int Engine::blur1_quad
protected
unsigned int Engine::blur2_depth
protected
unsigned int Engine::blur2_fbo
protected
unsigned int Engine::blur2_quad
protected
Frame Engine::camera_frame
protected
int Engine::cl_skip
protected
bool Engine::client_flag
protected
vector<client_t *> Engine::client_list
protected
reliablemsg_t Engine::client_reliable
protected
char* Engine::cmd_list[1024]
char* Engine::cmdlist
bool Engine::collision_detect_enable
unsigned int Engine::controller
int Engine::current_model
int Engine::current_res
int Engine::current_team
bool Engine::debug_bloom
net_entity_t Engine::delta_list[512]
protected
bool Engine::demo
FILE* Engine::demofile
protected
float Engine::dof_far
float Engine::dof_near
int Engine::doom_sound
bool Engine::dynamic_resolution
emitter_t Engine::emitter
protected
unsigned int Engine::emitter_count
protected
bool Engine::enable_bloom
bool Engine::enable_blur
bool Engine::enable_emboss
bool Engine::enable_entities
bool Engine::enable_map
bool Engine::enable_map_shadows
bool Engine::enable_portal
bool Engine::enable_postprocess
bool Engine::enable_ssao
bool Engine::enable_stencil
bool Engine::enable_terrain
bool Engine::enable_wave
vector<Entity *> Engine::entity_list
protected
unsigned int Engine::fb_height
protected
unsigned int Engine::fb_width
protected
float Engine::fov
unsigned int Engine::fullscreen_timer
BaseGame* Engine::game
Graphics Engine::gfx
protected
Global Engine::global
protected
unsigned int Engine::global_loop_source[32]
unsigned int Engine::global_source[32]
unsigned int Engine::global_vao
protected
Graph Engine::graph
protected
char* Engine::hacklist
char* Engine::hash_list[32]
char Engine::hash_result[64][32]
char* Engine::hashlist
matrix4 Engine::identity
protected
bool Engine::inf
unsigned int Engine::ingame_menu_timer
bool Engine::initialized
protected
input_t Engine::input
protected
IsoSphere Engine::isosphere[10]
HashTable Engine::key_bind
unsigned int Engine::last_server_sequence
protected
vector<Light *> Engine::light_list
protected
unsigned int Engine::lightning_ibo
protected
unsigned int Engine::lightning_vbo
protected
unsigned int Engine::lum_avg
unsigned int Engine::lum_index
unsigned int Engine::lum_table[125]
unsigned int Engine::mask_depth
protected
unsigned int Engine::mask_fbo
protected
unsigned int Engine::mask_quad
protected
unsigned int Engine::max_dynamic
protected
unsigned int Engine::max_player
protected
int Engine::max_sources
Menu Engine::menu
protected
mLight2 Engine::mlight2
protected
unsigned int Engine::multisample
protected
Net Engine::net
protected
unsigned short int Engine::net_port
protected
netinfo_t Engine::netinfo
protected
unsigned int Engine::no_tex
protected
graph_node_t* Engine::node
protected
unsigned int Engine::num_bot
unsigned int Engine::num_cmd
unsigned int Engine::num_hash
unsigned int Engine::num_light
int Engine::num_model
unsigned int Engine::num_pk3
int Engine::num_res
int Engine::num_shader
int Engine::num_team
float Engine::object_level
unsigned int Engine::palette1
protected
unsigned int Engine::palette2
protected
void* Engine::param1
protected
void* Engine::param2
protected
ParticleRender Engine::particle_render
protected
unsigned int Engine::particle_tex
protected
ParticleUpdate Engine::particle_update
protected
char Engine::password[512]
protected
char* Engine::pk3_list[32]
char* Engine::pk3list
bool Engine::playing_demo
protected
unsigned int Engine::point_count
Post Engine::post
protected
matrix4 Engine::projection
protected
Bsp Engine::q3map
unsigned int Engine::qport
protected
bool Engine::randomize_points
bool Engine::recording_demo
protected
ref_t* Engine::ref
protected
reliablemsg_t Engine::reliable[8]
protected
unsigned int Engine::render_depth
protected
unsigned int Engine::render_fbo
protected
rendermode_t Engine::render_mode
unsigned int Engine::render_ndepth
protected
unsigned int Engine::render_quad
protected
float Engine::res_scale
char Engine::resbuf[MAX_RES][80]
float Engine::sensitivity
protected
MD5Model Engine::sentry
int Engine::sequence
protected
bool Engine::server_flag
protected
int Engine::server_spawn
protected
char* Engine::shader_list[256]
unsigned int Engine::shadow_light
bool Engine::shadowmaps
bool Engine::show_debug
bool Engine::show_hud
bool Engine::show_lines
bool Engine::show_names
bool Engine::show_shading
vector<wave_t> Engine::snd_wave
protected
unsigned int Engine::spiral_ibo
protected
unsigned int Engine::spiral_vbo
protected
ScreenSpace Engine::ssao
unsigned int Engine::ssao_depth
protected
unsigned int Engine::ssao_fbo
protected
float Engine::ssao_level
unsigned int Engine::ssao_quad
protected
float Engine::ssao_radius
vector<surface_t *> Engine::surface_list
char Engine::sv_hostname[512]
protected
unsigned int Engine::sv_maxclients
protected
char Engine::sv_motd[512]
protected
Terrain Engine::terrain
unsigned int Engine::testObj
Entity* Engine::thug22
unsigned int Engine::tick_num
unsigned int Engine::vote_no
protected
unsigned int Engine::vote_yes
protected
bool Engine::voted
protected
char* Engine::wad
bool Engine::weight_by_angle
unsigned int Engine::xres
unsigned int Engine::yres
MD5Model Engine::zcc
float Engine::zFar
float Engine::zNear
MD5Model Engine::zsec_shotgun

The documentation for this class was generated from the following files: