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Recast
1
Game with custom magic
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#include <Entity.h>


Public Member Functions | |
| Entity (b2Fixture *fixture1) | |
| int | getId () |
| virtual void | update (Box2DWorld *box2DWorld) |
| b2Fixture * | getFixture () const |
| EntityType | getType () const |
| void | setType (EntityType type) |
Static Public Member Functions | |
| static void | write (Parcel &in, Entity *obj) |
| Entity::Entity | ( | b2Fixture * | fixture1 | ) |
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inline |

| int Entity::getId | ( | ) |

| EntityType Entity::getType | ( | ) | const |

| void Entity::setType | ( | EntityType | type | ) |

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inlinevirtual |
Reimplemented in SpellEntity.


1.8.6