#include <fsIRunningOrder.h>
◆ fsIRunningOrder()
| fsIRunningOrder::fsIRunningOrder |
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const fsCResourceName & | pFilename, |
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fsBool | pMapNavigationUsed = false ) |
◆ ~fsIRunningOrder()
| fsIRunningOrder::~fsIRunningOrder |
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virtual |
◆ currentLevelIteratorGet()
| std::vector< fsStr >::const_iterator fsIRunningOrder::currentLevelIteratorGet |
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const fsStr & | pCurrentLocation | ) |
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◆ currentLevelIteratorGetDo()
| std::vector< fsStr >::const_iterator fsIRunningOrder::currentLevelIteratorGetDo |
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const fsStr & | pCurrentLocation | ) |
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protectedvirtual |
◆ currLevelPosGet()
| fsS32 fsIRunningOrder::currLevelPosGet |
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const |
◆ firstLocationGet()
| const fsStr & fsIRunningOrder::firstLocationGet |
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const |
◆ gameContinue()
| void fsIRunningOrder::gameContinue |
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◆ gameContinueDo()
| virtual void fsIRunningOrder::gameContinueDo |
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protectedpure virtual |
◆ guiModeGet()
| fsBool fsIRunningOrder::guiModeGet |
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inline |
◆ levelCompleteSet()
| void fsIRunningOrder::levelCompleteSet |
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◆ levelCountGet()
| fsS32 fsIRunningOrder::levelCountGet |
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const |
◆ loopsCheck()
| fsBool fsIRunningOrder::loopsCheck |
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◆ newGameStart()
| void fsIRunningOrder::newGameStart |
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◆ newGameStartDo()
| void fsIRunningOrder::newGameStartDo |
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protectedvirtual |
◆ nextLocationClear()
| void fsIRunningOrder::nextLocationClear |
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◆ nextLocationGet() [1/2]
| const fsStr & fsIRunningOrder::nextLocationGet |
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◆ nextLocationGet() [2/2]
| fsStr fsIRunningOrder::nextLocationGet |
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const fsStr & | pCurrentLocation | ) |
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◆ nextLocationGetDo()
| fsStr fsIRunningOrder::nextLocationGetDo |
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const fsStr & | pCurrentLocation | ) |
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◆ nextLocationReady()
| fsBool fsIRunningOrder::nextLocationReady |
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◆ nextLocationSet()
| void fsIRunningOrder::nextLocationSet |
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const fsStr & | pNextLocation | ) |
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◆ nextLocationSetDo()
| void fsIRunningOrder::nextLocationSetDo |
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const fsStr & | pNextLocation | ) |
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protectedvirtual |
◆ rawSequenceGet()
| const std::vector< fsStr > & fsIRunningOrder::rawSequenceGet |
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inline |
◆ replace()
| void fsIRunningOrder::replace |
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const std::vector< fsStr > & | pNewOrder | ) |
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◆ replaceDo()
| virtual void fsIRunningOrder::replaceDo |
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const std::vector< fsStr > & | pNewOrder | ) |
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protectedpure virtual |
◆ resolvedSceneConfigGet()
| const VarTableMap * fsIRunningOrder::resolvedSceneConfigGet |
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const fsStr & | pSceneName | ) |
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◆ sequenceCheck()
| void fsIRunningOrder::sequenceCheck |
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◆ sequenceCheckDo()
| void fsIRunningOrder::sequenceCheckDo |
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◆ singleLevel()
| void fsIRunningOrder::singleLevel |
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◆ mCurrentLocation
| fsStr fsIRunningOrder::mCurrentLocation |
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◆ mHasLoops
| fsBool fsIRunningOrder::mHasLoops = false |
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◆ mMapDestinationPrefix
| const fsStr fsIRunningOrder::mMapDestinationPrefix |
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◆ mNextLocation
| fsStr fsIRunningOrder::mNextLocation |
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◆ mSequence
| std::vector<fsStr> fsIRunningOrder::mSequence |
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The documentation for this class was generated from the following files: