| aimGun() override | makVre::DtHumanGunJoyActuator | protectedvirtual |
| aimGunElevation() | makVre::DtHumanGunJoyActuator | protectedvirtual |
| allowWeaponFiring() | makVre::DtHumanGunJoyActuator | protectedvirtual |
| createDetonationInteraction(const DtVector &firingPosition, const DtTaitBryan firingOrientation, const DtFireResult &fireResult, DtReal &detTime) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| createFireInteraction(const DtVector &firingPosition, const DtTaitBryan firingOrientation) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| createPorts() override | makVre::DtHumanGunJoyActuator | protectedvirtual |
| createPSR() override | makVre::DtHumanGunJoyActuator | protectedvirtual |
| creator(const DtString &name, DtLocalObject *owner, DtSimulationServices *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0) | makVre::DtHumanGunJoyActuator | static |
| depleteResource(int amount=1) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| detonationCallback(DtTimer *timer) | makVre::DtBallisticGunJoy | static |
| distanceToTarget() | makVre::DtBallisticGunJoy | virtual |
| DtBallisticGunJoy(const DtString &name, DtLocalObject *owner, DtSimulationServices *simManager, DtComponentDescriptor *desc, DtReaderWriterRegistry *const parentRegistry=0) | makVre::DtBallisticGunJoy | |
| DtBallisticGunJoy() | makVre::DtBallisticGunJoy | private |
| DtBallisticGunJoy(const DtBallisticGunJoy &orig) | makVre::DtBallisticGunJoy | private |
| DtHumanGunJoyActuator(const DtString &name, DtLocalObject *owner, DtSimulationServices *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0) | makVre::DtHumanGunJoyActuator | |
| DtHumanGunJoyActuator() | makVre::DtHumanGunJoyActuator | protected |
| DtHumanGunJoyActuator(const DtHumanGunJoyActuator &orig) | makVre::DtHumanGunJoyActuator | protected |
| DtVreSimComponent(const DtString &name, DtLocalObject *owner, DtSimulationServices *simManager, DtComponentDescriptor *desc=0, DtReaderWriterRegistry *parentRegistry=0) | makVre::DtVreSimComponent< DtBallisticGunJoy > | inline |
| DtVreSimComponent() | makVre::DtVreSimComponent< DtBallisticGunJoy > | private |
| DtVreSimComponent(const DtVreSimComponent &other) | makVre::DtVreSimComponent< DtBallisticGunJoy > | private |
| entitySystemName() const | makVre::DtVreSimComponent< DtBallisticGunJoy > | inline |
| fire() | makVre::DtHumanGunJoyActuator | protectedvirtual |
| getFireResult(const DtVector &shooterPosition, const DtTaitBryan shooterOrienation, DtFireResult &fireResult) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| handleFireInput(makVre::DtVreMessage *msg) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| init() override | makVre::DtHumanGunJoyActuator | virtual |
| isPlayerControlled(const std::string &role="") const | makVre::DtVreSimComponent< DtBallisticGunJoy > | inline |
| manualDetonationInteraction(makVrf::DtArticulatedPartStateRepository *rotBody, DtReal &detTime, DtReal dist) | makVre::DtBallisticGunJoy | virtual |
| manualFireInteraction(makVrf::DtArticulatedPartStateRepository *rotBody) | makVre::DtBallisticGunJoy | virtual |
| myActiveJoystickPort | makVre::DtBallisticGunJoy | protected |
| myAimAzimuthInputPort | makVre::DtHumanGunJoyActuator | protected |
| myBurstRoundsRemaining | makVre::DtHumanGunJoyActuator | protected |
| myElevationPort | makVre::DtBallisticGunJoy | protected |
| myFirepowerHealth | makVre::DtHumanGunJoyActuator | protected |
| myHumanGunDescriptor | makVre::DtHumanGunJoyActuator | protected |
| myHumanLocalObjectFacade | makVre::DtHumanGunJoyActuator | protected |
| myPlayerControlled | makVre::DtHumanGunJoyActuator | protected |
| myReportedNoArticulation | makVre::DtBallisticGunJoy | protected |
| myTriggerMunition | makVre::DtHumanGunJoyActuator | protected |
| myTriggerWorldOrientation | makVre::DtHumanGunJoyActuator | protected |
| myTriggerWorldPosition | makVre::DtHumanGunJoyActuator | protected |
| myVreMunitionLoader | makVre::DtHumanGunJoyActuator | protected |
| operator=(const DtHumanGunJoyActuator &orig) | makVre::DtHumanGunJoyActuator | protected |
| recoilEffect(DtVector worldShooterPosition, DtTaitBryan worldShooterOrientation) | makVre::DtHumanGunJoyActuator | protectedvirtual |
| setComponentDescriptor(DtComponentDescriptor *descriptor) override | makVre::DtBallisticGunJoy | virtual |
| setRestored() | makVre::DtHumanGunJoyActuator | protectedvirtual |
| setTarget(makVrf::DtArticulatedPartStateRepository *rotBody) | makVre::DtBallisticGunJoy | virtual |
| targetSelection(makVrf::DtArticulatedPartStateRepository *rotBody, DtReal &dist) | makVre::DtBallisticGunJoy | virtual |
| tick() override | makVre::DtHumanGunJoyActuator | virtual |
| type() const override | makVre::DtHumanGunJoyActuator | virtual |
| ~DtBallisticGunJoy() override | makVre::DtBallisticGunJoy | virtual |
| ~DtHumanGunJoyActuator() override | makVre::DtHumanGunJoyActuator | virtual |
| ~DtVreSimComponent() | makVre::DtVreSimComponent< DtBallisticGunJoy > | inlinevirtual |