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GameState Member List

This is the complete list of members for GameState, including all inherited members.

AdjustFailType()GameState
AllAreDead() constGameState
AllAreInDangerOrWorse() constGameState
AllHaveComboOf30OrMoreMisses() constGameState
AnyPlayersAreCpu() constGameState
ApplyCmdline()GameState
ApplyModifiers(PlayerNumber pn, CString sModifiers)GameState
BeginGame()GameState
BeginStage()GameState
CancelStage()GameState
ChangePreferredCourseDifficulty(PlayerNumber pn, CourseDifficulty cd)GameState
ChangePreferredCourseDifficulty(PlayerNumber pn, int dir)GameState
ChangePreferredDifficulty(PlayerNumber pn, Difficulty dc)GameState
ChangePreferredDifficulty(PlayerNumber pn, int dir)GameState
DifficultiesLocked()GameState
EndGame()GameState
EnoughCreditsToJoin() constGameState
FinishStage()GameState
GameState()GameState
GetAllStageTexts(CStringArray &out) constGameState
GetAllUsedNoteSkins(vector< CString > &out) constGameState
GetBestPlayer() constGameState
GetCharacters(vector< Character * > &apCharactersOut)GameState
GetCourseDifficultiesToShow(set< CourseDifficulty > &AddTo)GameState
GetCourseSongIndex() constGameState
GetCurrentGame()GameState
GetCurrentStyle() constGameState
GetDefaultCharacter()GameState
GetDifficultiesToShow(set< Difficulty > &AddTo)GameState
GetEasiestNotesDifficulty() constGameState
GetFinalEvalStats(StageStats &statsOut) constGameState
GetFirstDisabledPlayer() constGameState
GetFirstHumanPlayer() constGameState
GetNumHumanPlayers() constGameState
GetNumPlayersEnabled() constGameState
GetNumSidesJoined() constGameState
GetNumStagesLeft() constGameState
GetPlayerDisplayName(PlayerNumber pn) constGameState
GetPlayerInfo(PlayerNumber pn, bool &bIsEnabledOut, bool &bIsHumanOut)GameState
GetRandomCharacter()GameState
GetRankingFeats(PlayerNumber pn, vector< RankingFeat > &vFeatsOut) constGameState
GetSongPercent(float beat) constGameState
GetStageIndex() constGameState
GetStageResult(PlayerNumber pn) constGameState
GetStageText() constGameState
GetSumOfActiveAttackLevels(PlayerNumber pn) constGameState
GetUndisplayedBeats(const PlayerState *pPlayerState, float TotalSeconds, float &StartBeat, float &EndBeat) constGameState
HasEarnedExtraStage() constGameState
IsBattleMode() constGameState
IsCourseDifficultyShown(CourseDifficulty cd)GameState
IsCourseMode() constGameState
IsCpuPlayer(PlayerNumber pn) constGameState
IsDisqualified(PlayerNumber pn)GameState
IsExtraStage() constGameState
IsExtraStage2() constGameState
IsFinalStage() constGameState
IsHumanPlayer(PlayerNumber pn) constGameState
IsPlayerEnabled(PlayerNumber pn) constGameState
IsTimeToPlayAttractSounds()GameState
JoinPlayer(PlayerNumber pn)GameState
LaunchAttack(PlayerNumber target, const Attack &a)GameState
m_bAllow2ndExtraStageGameState
m_bChangedFailTypeGameState
m_bDemonstrationOrJukeboxGameState
m_BeatToNoteSkinRevGameState
m_bEditingGameState
m_bFreezeGameState
m_bIsOnSystemMenuGameState
m_bJukeboxUsesModifiersGameState
m_bPastHereWeGoGameState
m_bPlayersFinalizedGameState
m_bSideIsJoinedGameState
m_fCurBPSGameState
m_fMusicSecondsGameState
m_fOpponentHealthPercentGameState
m_fSongBeatGameState
m_fTugLifePercentP1GameState
m_iCoinsGameState
m_iCurrentStageIndexGameState
m_iGameSeedGameState
m_iNumStagesOfThisSongGameState
m_iNumTimesThroughAttractGameState
m_iRoundSeedGameState
m_LastBeatUpdateGameState
m_mapEnvGameState
m_MasterPlayerNumberGameState
m_pCharactersGameState [private]
m_pCurCharactersGameState
m_pCurCourseGameState
m_pCurGameGameState
m_pCurSongGameState
m_pCurStepsGameState
m_pCurStyleGameState
m_pCurTrailGameState
m_PlayModeGameState
m_pPlayerStateGameState
m_pPreferredCourseGameState
m_pPreferredSongGameState
m_PreferredCourseDifficultyGameState
m_PreferredDifficultyGameState
m_sLoadingMessageGameState
m_SongOptionsGameState
m_SortOrderGameState
m_sPreferredSongGroupGameState
m_StoredSongOptionsGameState
m_timeGameStartedGameState
m_vLastPeakComboAwardsGameState
m_vLastPerDifficultyAwardsGameState
m_vpsNamesThatWereFilledGameState
MUSIC_SECONDS_INVALIDGameState [static]
OneIsHot() constGameState
PlayersCanJoin() constGameState
PlayersFinalized()GameState
PlayerUsingBothSides() constGameState
RebuildPlayerOptionsFromActiveAttacks(PlayerNumber pn)GameState
ReloadCharacters()GameState
RemoveActiveAttacksForPlayer(PlayerNumber pn, AttackLevel al=NUM_ATTACK_LEVELS)GameState
RemoveAllActiveAttacks()GameState
RemoveAllInventory()GameState
Reset()GameState
ResetMusicStatistics()GameState
ResetNoteSkins()GameState
ResetNoteSkinsForPlayer(PlayerNumber pn)GameState
ResetStageStatistics()GameState
RestoreSelectedOptions()GameState
SaveCurrentSettingsToProfile(PlayerNumber pn)GameState
SetNoteSkinForBeatRange(PlayerState *pPlayerState, const CString &sNoteSkin, float StartBeat, float EndBeat)GameState
ShowMarvelous() constGameState
StoreRankingName(PlayerNumber pn, CString name)GameState
StoreSelectedOptions()GameState
Update(float fDelta)GameState
UpdateSongPosition(float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp=RageZeroTimer)GameState
~GameState()GameState


Generated on Thu Jan 27 20:59:18 2005 for StepMania by doxygen 1.3.7