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Recast
1
Game with custom magic
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This is the complete list of members for HeaterNode, including all inherited members.
| connectedNodes | SpellNode | protected |
| connectNode(SpellNode *otherNode) | SpellNode | |
| energy | EnergyNode | protected |
| EnergyNode(float x, float y, float z, float energy) | EnergyNode | inline |
| EnergyNode(NodeType type, float x, float y, float z, float energy) | EnergyNode | inline |
| getConnectedNodes() | SpellNode | inline |
| getDistance(const SpellNode *otherNode) const | SpellNode | |
| getEnergy() const | EnergyNode | inline |
| getType() const | SpellNode | inline |
| getX() const | SpellNode | inline |
| getY() const | SpellNode | inline |
| getZ() const | SpellNode | inline |
| HeaterNode(float x, float y, float z, float energy) | HeaterNode | |
| inTick() const | SpellNode | inline |
| isEnergyNode() | EnergyNode | inlinevirtual |
| iterrator(std::function< void(SpellNode *)> next) | SpellNode | |
| nowInTick | SpellNode | protected |
| read(Parcel &out) | SpellNode | static |
| SpellNode(NodeType type, float x, float y, float z) | SpellNode | inline |
| tick(IEventListener &listener, SpellNode *callable) | SpellNode | |
| transferEnergy(SpellNode *from, float count) | EnergyNode | virtual |
| type | SpellNode | protected |
| write(Parcel &in, SpellNode *obj) | SpellNode | static |
| x | SpellNode | protected |
| y | SpellNode | protected |
| z | SpellNode | protected |
| ~SpellNode() | SpellNode |
1.8.6