angle | Cone | |
Attract(Vector, float) | Cone | [virtual] |
axis | Cone | |
base | Cone | |
beta | Cone | |
bone | InfluenceShape | |
cap | Cone | |
capbase | Cone | |
Collision(ThreadInfo *, Vector &min, Vector &max) | RObject | [inline, virtual] |
Cone(float, float, float, float, float) | Cone | |
cossoftangle | Cone | |
costotalangle | Cone | |
deltaangle | Cone | |
endradius | Cone | |
Falloff(Vector) | Cone | [virtual] |
falloffdistance | Cone | |
falloffdistancedelta | Cone | |
FindBounds(Vector &min, Vector &max) | Cone | [virtual] |
Friction(Vector, Vector, float) | Cone | [virtual] |
GetAttenuation(float d) | InfluenceShape | [inline] |
GetType() | Cone | [inline, virtual] |
halfangle | Cone | |
InfluenceShape() | InfluenceShape | [inline] |
Init(float, float, float, float, float) | Cone | |
Intersect(const Vector &, const Vector &, ThreadInfo *) | Cone | [virtual] |
Intersect(const Vector &, const Vector &, Vector &, Vector &) | Cone | [virtual] |
IsInside(Vector p) | Cone | [virtual] |
IsPatch() | RObject | [inline, virtual] |
IsVisible(Vector, const Matrix34 &, float, float, float(*GetVolumetricZ)(int, int)) | Cone | |
L | Cone | |
length | Cone | |
lengthsqr | Cone | |
Lighting(const Vector &, Vector &, float &) | Cone | [virtual] |
LightingNoCap(const Vector &p) | Cone | [virtual] |
m_k0 | InfluenceShape | |
m_k1 | InfluenceShape | |
m_k2 | InfluenceShape | |
Normal(Hit &, Vector &, Vector &) | Cone | [virtual] |
operator delete(void *ptr) | RObject | [inline] |
operator new(size_t size) | RObject | [inline] |
radius | Cone | |
S | Cone | |
screeninverse | InfluenceShape | |
screenmatrix | InfluenceShape | |
SetAttenuation(float attenuation) | InfluenceShape | [inline] |
SetMatrices() | InfluenceShape | |
softness | Cone | |
steadyscreenmatrix | InfluenceShape | |
tanangle | Cone | |
tananglesqr | Cone | |
Transform() | Cone | [virtual] |
Transform(const Matrix34 &screenmatrix) | Cone | |
Vortex(Vector, Vector, float) | Cone | [virtual] |
worldinverse | InfluenceShape | |
worldmatrix | InfluenceShape | |