#include <Entities.h>
◆ bKeepInDynamicList
| bool Entity2D::bKeepInDynamicList |
keep in the dynamic list of brute force culled entities
◆ bKeepInQuadtree
| bool Entity2D::bKeepInQuadtree |
◆ bSerializeToDisk
| bool Entity2D::bSerializeToDisk |
do we serialize when the level is serialized?
◆ bSerializeToNetwork
| bool Entity2D::bSerializeToNetwork |
◆ components
◆ draw
◆ getBB
◆ getSortPos
◆ hData
◆ hDynamicListRef
reference to the entity in the dynamic entities list needed to remove it
◆ hQuadTreeRef
reference to the entity in the quad tree needed to remove it
◆ inDrawLayer
| int Entity2D::inDrawLayer |
Which object layer of the scene is it in? Effects the order they are drawn in.
◆ init
◆ input
◆ networkID
◆ nextSibling
◆ numComponents
| int Entity2D::numComponents |
◆ onDestroy
◆ pData
◆ postPhys
◆ previousSibling
◆ printEntityInfo
◆ thisEntity
just for convenience - this entities handle
◆ transform
◆ type
◆ update
◆ [union]
| union { ... } Entity2D::user |
The documentation for this struct was generated from the following file: