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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.