| acceptStateChange(const unsigned state, const unsigned nextState, float frameTime) | ClientShotState | [virtual] |
| ClientShotState() | ClientShotState | [private] |
| draw(const unsigned state) | GameStateI | [virtual] |
| endPerfCount(int counter) | GameStateI | |
| enterState(const unsigned state) | ClientShotState | [virtual] |
| GameStateI(const char *name) | GameStateI | |
| gameStateIName_ | GameStateI | [protected] |
| getGameStateIName() | GameStateI | [inline] |
| getPerfCounter(const char *perfName) | GameStateI | |
| getPerfCounters() | GameStateI | [inline] |
| instance() | ClientShotState | [static] |
| instance_ | ClientShotState | [protected, static] |
| keyboardCheck(const unsigned state, float frameTime, char *buffer, unsigned int keyState, KeyboardHistory::HistoryElement *history, int hisCount, bool &skipRest) | GameStateI | [virtual] |
| mouseDown(const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest) | GameStateI | [virtual] |
| mouseDrag(const unsigned state, GameState::MouseButton button, int x, int y, int dx, int dy, bool &skipRest) | GameStateI | [virtual] |
| mouseUp(const unsigned state, GameState::MouseButton button, int x, int y, bool &skipRest) | GameStateI | [virtual] |
| mouseWheel(const unsigned state, int x, int y, int z, bool &skipRest) | GameStateI | [virtual] |
| perfCounterNames_ | GameStateI | [protected, static] |
| perfCounters_ | GameStateI | [protected] |
| playShots_ | ClientShotState | [protected] |
| processMessage(NetMessage &message, const char *messageType, NetBufferReader &reader) | ClientShotState | [virtual] |
| shotState_ | ClientShotState | [protected] |
| simulate(const unsigned state, float simTime) | GameStateI | [virtual] |
| startPerfCount(int counter) | GameStateI | |
| ~ClientShotState() | ClientShotState | [private, virtual] |
| ~ComsMessageHandlerI() | ComsMessageHandlerI | [virtual] |
| ~GameStateI() | GameStateI | [virtual] |
| ~GameStateStimulusI() | GameStateStimulusI | [virtual] |