| add_dirty() | Projectile_effect | [inline, private] |
| attacker | Projectile_effect | [private] |
| Effects_manager class | Special_effect | [friend] |
| eman | Game_singletons | [protected, static] |
| frames | Projectile_effect | [private] |
| gclock | Game_singletons | [protected, static] |
| gmap | Game_singletons | [protected, static] |
| gumpman | Game_singletons | [protected, static] |
| gwin | Game_singletons | [protected, static] |
| handle_event(unsigned long time, long udata) | Projectile_effect | [virtual] |
| in_queue() | Time_sensitive | [inline] |
| init(Tile_coord s, Tile_coord t) | Projectile_effect | [private] |
| Special_effect::init(Game_window *g) | Game_singletons | [static] |
| is_weather() | Special_effect | [inline, virtual] |
| no_blocking | Projectile_effect | [private] |
| paint() | Projectile_effect | [virtual] |
| pal | Game_singletons | [protected, static] |
| partyman | Game_singletons | [protected, static] |
| path | Projectile_effect | [private] |
| pos | Projectile_effect | [private] |
| Projectile_effect(Actor *att, Game_object *to, int shnum, int weap=0) | Projectile_effect | |
| Projectile_effect(Tile_coord s, Tile_coord d, int shnum, int weap) | Projectile_effect | |
| Projectile_effect(Tile_coord s, Game_object *to, int shnum, int weap, bool retpath=false) | Projectile_effect | |
| projectile_shape | Projectile_effect | [private] |
| return_path | Projectile_effect | [private] |
| set_always(bool tf) | Time_sensitive | [inline] |
| sman | Game_singletons | [protected, static] |
| Special_effect() | Special_effect | [inline] |
| sprite | Projectile_effect | [private] |
| target | Projectile_effect | [private] |
| Time_queue class | Time_sensitive | [friend] |
| Time_sensitive() | Time_sensitive | [inline] |
| ucmachine | Game_singletons | [protected, static] |
| weapon | Projectile_effect | [private] |
| ~Projectile_effect() | Projectile_effect | |
| ~Special_effect() | Special_effect | [inline, virtual] |
| ~Time_sensitive() | Time_sensitive | [virtual] |