| Boid2(ScorchedContext &context, Target *target, TargetMovementEntryBoids *world) | Boid2 | |
| checkCollision(FixedVector &normal) | Boid2 | [protected] |
| checkGrouping(std::vector< Boid2 * > &boidSet) | Boid2 | [protected] |
| clearTarget() | Boid2 | |
| context_ | Boid2 | [protected] |
| direction_ | Boid2 | [protected] |
| directionMag_ | Boid2 | [protected] |
| getPosition() | Boid2 | [protected] |
| getVelocity() | Boid2 | [protected] |
| target_ | Boid2 | [protected] |
| TargetStateMovement() | TargetStateMovement | |
| update(fixed frameTime, std::vector< Boid2 * > &boidSet, bool complexUpdate) | Boid2 | |
| world_ | Boid2 | [protected] |
| ~Boid2() | Boid2 | |
| ~TargetStateMovement() | TargetStateMovement | [virtual] |
1.5.3