!_TAG_FILE_FORMAT	2	/extended format; --format=1 will not append ;" to lines/
!_TAG_FILE_SORTED	1	/0=unsorted, 1=sorted, 2=foldcase/
!_TAG_PROGRAM_AUTHOR	Darren Hiebert	/dhiebert@users.sourceforge.net/
!_TAG_PROGRAM_NAME	Exuberant Ctags	//
!_TAG_PROGRAM_URL	http://ctags.sourceforge.net	/official site/
!_TAG_PROGRAM_VERSION	5.9~svn20110310	//
ABSTRACT_AGENT_H	agents/AbstractAgent.h	2;"	d
ABSTRACT_FRONTEND_H	main/AbstractFrontend.h	2;"	d
ACTION_H	actions/Action.h	2;"	d
ACTOR_H	entities/Actor.h	3;"	d
ACTOR_KNOWLEDGE_H	agents/ActorKnowledge.h	2;"	d
ARMOUR_PACK_H	entities/ArmourPack.h	3;"	d
AStarNode	main/Navigation.h	/^typedef boost::tuples::tuple<int, double, double, double, int> AStarNode;$/;"	t
AbstractAgent	agents/AbstractAgent.h	/^class AbstractAgent$/;"	c
AbstractFrontend	main/AbstractFrontend.h	/^class AbstractFrontend$/;"	c
Action	actions/Action.cpp	/^Action::Action() : cosOfPiBy8(0.92387953251128675612818318939679) {$/;"	f	class:Action
Action	actions/Action.h	/^class Action$/;"	c
ActionType	main/Misc.h	/^	enum ActionType {$/;"	g	class:Enumerations
Actor	entities/Actor.cpp	/^Actor::Actor(AbstractAgent * agent, unsigned int team, Vector4d position) : Entity() {$/;"	f	class:Actor
Actor	entities/Actor.h	/^class Actor : public Entity$/;"	c
ActorInfo	agents/ActorInfo.cpp	/^ActorInfo::ActorInfo(Actor * actor) : name(actor->getName()) {$/;"	f	class:ActorInfo
ActorInfo	agents/ActorInfo.h	/^	ActorInfo() {}$/;"	f	class:ActorInfo
ActorInfo	agents/ActorInfo.h	/^class ActorInfo$/;"	c
ActorKnowledge	agents/ActorKnowledge.cpp	/^ActorKnowledge::ActorKnowledge(Actor * actor) : actor(actor) {$/;"	f	class:ActorKnowledge
ActorKnowledge	agents/ActorKnowledge.h	/^class ActorKnowledge\/\/ TODO ? derive form ActorInfo ?$/;"	c
Arc	main/NavigationNode.h	/^	typedef std::pair<int, double> Arc;$/;"	t	class:NavigationNode
Armour	entities/Trigger.h	/^		Armour,$/;"	e	enum:Trigger::TriggerType
ArmourPack	entities/ArmourPack.h	/^	ArmourPack(double x, double y, int index, int armour = 50) : Trigger(x, y, index) {$/;"	f	class:ArmourPack
ArmourPack	entities/ArmourPack.h	/^class ArmourPack : public Trigger$/;"	c
AtFunctionType	agents/LuaAgent.cpp	/^typedef std::vector<ActorInfo>::reference (std::vector<ActorInfo>:: *AtFunctionType)(std::vector<ActorInfo>::size_type);$/;"	t	class:std::vector	file:
BOUNDING_BOX_H	entities/BoundingBox.h	3;"	d
BoundingBox	entities/BoundingBox.h	/^	BoundingBox(std::vector<Vector4d> inPoints) {$/;"	f	class:BoundingBox
BoundingBox	entities/BoundingBox.h	/^class BoundingBox \/\/TODO uporzdkowa i opisa t klas, zlikwidowa copypaste -> Wall.h$/;"	c
CC	Makefile	/^CC=g++$/;"	m
CFLAGS	Makefile	/^CFLAGS= -g -std=c++11 -I. -I\/usr\/include\/SDL -I\/usr\/include\/lua5.2\/ -Wnarrowing -Wreturn-local-addr  `sdl-config --libs` -lSDL_ttf -lSDL_image -lboost_program_options -lSDL_gfx -lluabind -llua5.2 $/;"	m
CHANGE_WEAPON_ACTION_H	actions/ChangeWeaponAction.h	2;"	d
CONFIGURATION_H	main/Configuration.h	2;"	d
CUSTOM_SHELL_H	entities/CustomShell.h	2;"	d
Chaingun	main/Misc.h	/^		Chaingun,$/;"	e	enum:Enumerations::WeaponType
ChangeWeaponAction	actions/ChangeWeaponAction.cpp	/^ChangeWeaponAction::ChangeWeaponAction(Enumerations::WeaponType weapon) : Action() {$/;"	f	class:ChangeWeaponAction
ChangeWeaponAction	actions/ChangeWeaponAction.h	/^class ChangeWeaponAction : public Action$/;"	c
ChangingWeapon	main/Misc.h	/^		ChangingWeapon,$/;"	e	enum:Enumerations::ActionType
Color	graphics/ResourceInfo.h	/^struct Color$/;"	s
ConfDouble	main/Configuration.h	9;"	d
ConfInt	main/Configuration.h	8;"	d
ConfIsSet	main/Configuration.h	7;"	d
ConfString	main/Configuration.h	10;"	d
Configuration	main/Configuration.cpp	/^Configuration::Configuration() {$/;"	f	class:Configuration
Configuration	main/Configuration.h	/^class Configuration$/;"	c
CustomShell	entities/CustomShell.cpp	/^CustomShell::CustomShell(Entity * src, Vector4d destination, bool stopAtDestination, GameTime fireTime, int timeToInvalidate, double speed, double damage, double radius, unsigned int color) : Entity() {$/;"	f	class:CustomShell
CustomShell	entities/CustomShell.h	/^class CustomShell : public Entity$/;"	c
DIE_ACTION_H	actions/DieAction.h	2;"	d
DieAction	actions/DieAction.h	/^	DieAction() : Action() {$/;"	f	class:DieAction
DieAction	actions/DieAction.h	/^class DieAction : public Action$/;"	c
Dying	main/Misc.h	/^		Dying,$/;"	e	enum:Enumerations::ActionType
ENTITY_H	entities/Entity.h	3;"	d
ERROROUS_RESOURCE_NAME	graphics/ImagesManager.h	11;"	d
Entity	entities/Entity.cpp	/^Entity::Entity() {$/;"	f	class:Entity
Entity	entities/Entity.h	/^class Entity \/\/TODO kolizje wywali� st�d?$/;"	c
Enumerations	main/Misc.h	/^class Enumerations {$/;"	c
FUZZY_AGENT_H	agents/FuzzyAgent.h	3;"	d
FuzzyAgent	agents/FuzzyAgent.cpp	/^FuzzyAgent::FuzzyAgent() : PlayerAgent() {$/;"	f	class:FuzzyAgent
FuzzyAgent	agents/FuzzyAgent.h	/^class FuzzyAgent : public PlayerAgent$/;"	c
GAME_FACTORY_H	main/GameFactory.h	2;"	d
GAME_H	main/Game.h	2;"	d
GAME_TIME_BY_SECOND	main/Misc.h	7;"	d
GAME_TIME_BY_TIME_UNIT	main/Misc.h	5;"	d
GRAPHICS_EXCEPTION_H	graphics/GraphicsException.h	2;"	d
GRAPHICS_FRONTEND_H	graphics/GraphicsFrontend.h	2;"	d
GRAPHICS_H	graphics/Graphics.h	2;"	d
Game	main/Game.cpp	/^Game::Game() {$/;"	f	class:Game
Game	main/Game.h	/^class Game $/;"	c
GameFactory	main/GameFactory.h	/^	GameFactory() {}$/;"	f	class:GameFactory
GameFactory	main/GameFactory.h	/^class GameFactory $/;"	c
GameTime	main/Misc.h	/^typedef unsigned long long int GameTime;$/;"	t
Graphics	graphics/Graphics.cpp	/^Graphics::Graphics() {$/;"	f	class:Graphics
Graphics	graphics/Graphics.h	/^class Graphics$/;"	c
GraphicsException	graphics/GraphicsException.h	/^	GraphicsException(const char * pTxt) : pReason(pTxt) {};$/;"	f	class:GraphicsException
GraphicsException	graphics/GraphicsException.h	/^class GraphicsException {$/;"	c
GraphicsFrontend	graphics/GraphicsFrontend.h	/^class GraphicsFrontend : public AbstractFrontend$/;"	c
H99	agents/FuzzyAgent.cpp	10;"	d	file:
HEALTH_PACK_H	entities/HealthPack.h	3;"	d
Health	entities/Trigger.h	/^		Health$/;"	e	enum:Trigger::TriggerType
HealthPack	entities/HealthPack.h	/^	HealthPack(double x, double y, int index, int health = 25) : Trigger(x, y, index) {$/;"	f	class:HealthPack
HealthPack	entities/HealthPack.h	/^class HealthPack : public Trigger$/;"	c
IMAGES_MANAGER_H	graphics/ImagesManager.h	2;"	d
INPUT_H	main/Input.h	2;"	d
ImagesManager	graphics/ImagesManager.h	/^	ImagesManager() : maxMemory(1024*1024*10), memory(0) {}$/;"	f	class:ImagesManager
ImagesManager	graphics/ImagesManager.h	/^class ImagesManager$/;"	c
Input	main/Input.h	/^class Input$/;"	c
IntPair	graphics/ImagesManager.h	/^typedef boost::tuples::tuple <int, int, Vector4d> IntPair;$/;"	t
IntPair2SDL_SurfaceMap	graphics/ImagesManager.h	/^typedef std::map<IntPair, SDL_Surface*> IntPair2SDL_SurfaceMap;$/;"	t
LUA_AGENT_H	agents/LuaAgent.h	2;"	d
LuaAgent	agents/LuaAgent.cpp	/^LuaAgent::LuaAgent(std::string filename, lua_State * pL) {$/;"	f	class:LuaAgent
LuaAgent	agents/LuaAgent.h	/^class LuaAgent : public PlayerAgent$/;"	c
MISC_H	main/Misc.h	2;"	d
MOUSE_AGENT_H	agents/MouseAgent.h	2;"	d
MouseAgent	agents/MouseAgent.h	/^class MouseAgent : public PlayerAgent$/;"	c
Moving	main/Misc.h	/^		Moving,$/;"	e	enum:Enumerations::ActionType
NACTOR_INFO_H	agents/ActorInfo.h	2;"	d
NAVIGATION_H	main/Navigation.h	3;"	d
NAVIGATION_NODE_H	main/NavigationNode.h	3;"	d
Navigation	main/Navigation.h	/^	Navigation(int indexNr) {$/;"	f	class:Navigation
Navigation	main/Navigation.h	/^class Navigation {$/;"	c
NavigationNode	main/NavigationNode.h	/^	NavigationNode(double x, double y, int index) {$/;"	f	class:NavigationNode
NavigationNode	main/NavigationNode.h	/^class NavigationNode {$/;"	c
OBJECT_INFO_H	agents/ObjectInfo.h	2;"	d
ObjectInfo	agents/ObjectInfo.h	/^class ObjectInfo$/;"	c
PI_CONST	main/Misc.h	8;"	d
PLAYER_AGENT_H	agents/PlayerAgent.h	3;"	d
PlayerAgent	agents/PlayerAgent.h	/^	PlayerAgent() {$/;"	f	class:PlayerAgent
PlayerAgent	agents/PlayerAgent.h	/^class PlayerAgent : public AbstractAgent$/;"	c
RANDOM_GENERATOR_H	main/RandomGenerator.h	2;"	d
RELOAD_ACTION_H	actions/ReloadAction.h	2;"	d
RESOURCE_INFO_H	graphics/ResourceInfo.h	2;"	d
Railgun	main/Misc.h	/^		Railgun,$/;"	e	enum:Enumerations::WeaponType
RandomDouble	main/RandomGenerator.h	8;"	d
RandomGenerator	main/RandomGenerator.h	/^	RandomGenerator() {$/;"	f	class:RandomGenerator
RandomGenerator	main/RandomGenerator.h	/^class RandomGenerator $/;"	c
RandomNormal	main/RandomGenerator.h	9;"	d
Rectangle	graphics/ResourceInfo.h	/^	Rectangle() $/;"	f	struct:Rectangle
Rectangle	graphics/ResourceInfo.h	/^struct Rectangle$/;"	s
ReloadAction	actions/ReloadAction.cpp	/^ReloadAction::ReloadAction(int cost) : Action() {$/;"	f	class:ReloadAction
ReloadAction	actions/ReloadAction.h	/^class ReloadAction : public Action$/;"	c
Reloading	main/Misc.h	/^		Reloading,$/;"	e	enum:Enumerations::ActionType
ResourceException	graphics/ResourceInfo.h	/^	ResourceException(const char * pTxt) : pReason(pTxt) {};$/;"	f	class:ResourceException
ResourceException	graphics/ResourceInfo.h	/^class ResourceException {$/;"	c
ResourceInfo	graphics/ResourceInfo.cpp	/^ResourceInfo::ResourceInfo(std::string resourceName, std::string filenameBase, std::string extension, int frames, bool transparent, Color color, Rectangle rectangle)$/;"	f	class:ResourceInfo
ResourceInfo	graphics/ResourceInfo.h	/^class ResourceInfo$/;"	c
RocketLuncher	main/Misc.h	/^		RocketLuncher,$/;"	e	enum:Enumerations::WeaponType
SDLFrontend	graphics/SDLFrontend.h	/^	SDLFrontend(Graphics * igraphics) : graphics(igraphics) {}$/;"	f	class:SDLFrontend
SDLFrontend	graphics/SDLFrontend.h	/^class SDLFrontend : public GraphicsFrontend$/;"	c
SDL_FRONTEND_H	graphics/SDLFrontend.h	2;"	d
SHOOT_AT_ACTION_H	actions/ShootAtAction.h	2;"	d
ShootAtAction	actions/ShootAtAction.cpp	/^ShootAtAction::ShootAtAction(Vector4d target) : Action() {$/;"	f	class:ShootAtAction
ShootAtAction	actions/ShootAtAction.h	/^class ShootAtAction : public Action$/;"	c
Shooting	main/Misc.h	/^		Shooting,$/;"	e	enum:Enumerations::ActionType
Shotgun	main/Misc.h	/^		Shotgun,$/;"	e	enum:Enumerations::WeaponType
Strategy	agents/FuzzyAgent.h	/^	enum Strategy {$/;"	g	class:FuzzyAgent
TIME_UNIT_BY_SECOND	main/Misc.h	6;"	d
TRIGGER_H	entities/Trigger.h	3;"	d
Team2LuaEnvMap	main/Game.h	/^typedef std::map<int, lua_State*> Team2LuaEnvMap;$/;"	t
TimeUnit	main/Misc.h	/^typedef unsigned long long int TimeUnit;$/;"	t
Trigger	entities/Trigger.h	/^	Trigger(double x, double y, int index) : Entity() {$/;"	f	class:Trigger
Trigger	entities/Trigger.h	/^class Trigger : public Entity$/;"	c
TriggerType	entities/Trigger.h	/^	enum TriggerType {$/;"	g	class:Trigger
USER_INTERFACE_H	graphics/UserInterface.h	2;"	d
UserInterface	graphics/UserInterface.h	/^	UserInterface(Graphics * graphics) {$/;"	f	class:UserInterface
UserInterface	graphics/UserInterface.h	/^class UserInterface$/;"	c
Vector4d	main/Misc.h	/^	Vector4d (const Vector4d &vect) {$/;"	f	struct:Vector4d
Vector4d	main/Misc.h	/^	Vector4d (double x = 0.0, double y = 0.0, double z = 0.0, double w = 0.0) {$/;"	f	struct:Vector4d
Vector4d	main/Misc.h	/^struct Vector4d {$/;"	s
WAIT_ACTION_H	actions/WaitAction.h	2;"	d
WALL_H	entities/Wall.h	3;"	d
WEAPON_PACK_H	entities/WeaponPack.h	3;"	d
WaitAction	actions/WaitAction.h	/^	WaitAction() : Action() {$/;"	f	class:WaitAction
WaitAction	actions/WaitAction.h	/^class WaitAction : public Action$/;"	c
Waiting	main/Misc.h	/^		Waiting$/;"	e	enum:Enumerations::ActionType
Wall	entities/Wall.h	/^	Wall( Vector4d startPoint, Vector4d endPoint ) : Entity() {$/;"	f	class:Wall
Wall	entities/Wall.h	/^class Wall : public Entity$/;"	c
Weapon	entities/Trigger.h	/^		Weapon,$/;"	e	enum:Trigger::TriggerType
WeaponPack	entities/WeaponPack.h	/^	WeaponPack(double x, double y, Enumerations::WeaponType type, int index) : Trigger(x, y, index) {$/;"	f	class:WeaponPack
WeaponPack	entities/WeaponPack.h	/^class WeaponPack : public Trigger$/;"	c
WeaponSize	main/Misc.h	/^		WeaponSize$/;"	e	enum:Enumerations::WeaponType
WeaponType	main/Misc.h	/^	enum WeaponType {$/;"	g	class:Enumerations
act	entities/Actor.cpp	/^void Actor::act(GameTime time) {$/;"	f	class:Actor
actionCode	actions/Action.h	/^	std::string actionCode;$/;"	m	class:Action
actionStarted	actions/Action.h	/^	GameTime actionStarted;$/;"	m	class:Action
actionType	actions/Action.h	/^	Enumerations::ActionType actionType;$/;"	m	class:Action
activateTime	entities/Trigger.h	/^	GameTime activateTime;$/;"	m	class:Trigger
active	entities/Trigger.h	/^	bool active;$/;"	m	class:Trigger
actor	agents/ActorKnowledge.h	/^	Actor * actor;$/;"	m	class:ActorKnowledge
actorKnowledge	entities/Actor.h	/^	std::unique_ptr<ActorKnowledge> actorKnowledge;$/;"	m	class:Actor
actors	main/Game.h	/^	std::vector<Actor*> actors;$/;"	m	class:Game
addActor	main/GameFactory.cpp	/^void GameFactory::addActor(Actor * actor) {$/;"	f	class:GameFactory
addAmmo	entities/Actor.h	/^	void addAmmo(Enumerations::WeaponType type, int a) {$/;"	f	class:Actor
addArmour	entities/Actor.h	/^	void addArmour(int a) {$/;"	f	class:Actor
addFrontend	main/Game.cpp	/^void Game::addFrontend(AbstractFrontend * frontend) {$/;"	f	class:Game
addHealth	entities/Actor.h	/^	void addHealth(int h) {$/;"	f	class:Actor
addObject	main/GameFactory.cpp	/^void GameFactory::addObject(Entity * obj) {$/;"	f	class:GameFactory
addOptions	main/Configuration.cpp	/^void Configuration::addOptions(int argc, char **argv) {$/;"	f	class:Configuration
addOptions	main/Configuration.cpp	/^void Configuration::addOptions(std::string fileName) {$/;"	f	class:Configuration
addResourceInfo	graphics/ImagesManager.cpp	/^int ImagesManager::addResourceInfo(std::string resourceName, std::string filenameBase, std::string extension, int frames, bool transparent, Color color, Rectangle rectangle)$/;"	f	class:ImagesManager
agent	entities/Actor.h	/^	AbstractAgent * agent;$/;"	m	class:Actor
agent	graphics/UserInterface.h	/^	MouseAgent * agent;$/;"	m	class:UserInterface
ammo	agents/FuzzyAgent.h	/^		ammo,$/;"	e	enum:FuzzyAgent::Strategy
ammo	entities/Actor.h	/^	int ammo[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:Actor
ammoChild	agents/FuzzyAgent.h	/^	int ammoModel, ammoChild;$/;"	m	class:FuzzyAgent
ammoLeft	entities/Actor.h	/^	int ammoLeft(Enumerations::WeaponType type) {\/\/TODO this method is duplicaded -> getAmmo$/;"	f	class:Actor
ammoModel	agents/FuzzyAgent.h	/^	int ammoModel, ammoChild;$/;"	m	class:FuzzyAgent
ammoPacks	actions/ShootAtAction.cpp	/^const int ShootAtAction::ammoPacks[ Enumerations::WeaponType::WeaponSize ] = { 100, 5, 10, 15 };$/;"	m	class:ShootAtAction	file:
ammoPacks	actions/ShootAtAction.h	/^	static const int ammoPacks[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
anyHealthPack	agents/FuzzyAgent.cpp	/^	Trigger * FuzzyAgent::anyHealthPack() {$/;"	f	class:FuzzyAgent
anyRayCrateColision	entities/Entity.cpp	/^bool Entity::anyRayCrateColision(Vector4d displacementVector, Vector4d positionVector) {$/;"	f	class:Entity
anyRayCrateColision	main/Navigation.cpp	/^bool Navigation::anyRayCrateColision(Vector4d displacementVector, Vector4d positionVector) {$/;"	f	class:Navigation
anyWeaponPack	agents/FuzzyAgent.cpp	/^	Trigger * FuzzyAgent::anyWeaponPack() {$/;"	f	class:FuzzyAgent
arc	actions/ShootAtAction.cpp	/^const double ShootAtAction::arc[ Enumerations::WeaponType::WeaponSize ] = { 0.7, 0.1, 0.3, 3.0 };$/;"	m	class:ShootAtAction	file:
arc	actions/ShootAtAction.h	/^	static const double arc[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
arcs	main/NavigationNode.h	/^	std::vector<Arc> arcs;$/;"	m	class:NavigationNode
armour	agents/ActorInfo.h	/^	int armour;$/;"	m	class:ActorInfo
armour	entities/Actor.h	/^	int armour;$/;"	m	class:Actor
armour	entities/ArmourPack.h	/^	int armour;$/;"	m	class:ArmourPack
attack	agents/FuzzyAgent.h	/^		attack,$/;"	e	enum:FuzzyAgent::Strategy
b	graphics/ResourceInfo.h	/^	unsigned short b;$/;"	m	struct:Color
blended	graphics/UserInterface.h	/^		blended$/;"	e	enum:UserInterface::textquality
boundingBox	entities/Entity.h	/^	std::unique_ptr<BoundingBox> boundingBox;$/;"	m	class:Entity
breakable	actions/Action.h	/^	bool breakable;$/;"	m	class:Action
bulletFired	entities/Actor.h	/^	void bulletFired() {$/;"	f	class:Actor
caption	main.cpp	/^char caption[100];$/;"	v
checkColision	entities/BoundingBox.h	/^	bool checkColision(Vector4d position, BoundingBox * bbox, Vector4d bbposition) {$/;"	f	class:BoundingBox
checkColision	entities/CustomShell.cpp	/^bool CustomShell::checkColision(Entity * entity, Vector4d distance) {$/;"	f	class:CustomShell
checkColision	entities/Entity.h	/^	virtual bool checkColision(Entity * entity, Vector4d distance) {$/;"	f	class:Entity
checkColision	entities/Trigger.h	/^	virtual bool checkColision(Entity * entity, Vector4d distance) {$/;"	f	class:Trigger
checkColision	entities/Wall.h	/^	virtual bool checkColision(Entity * entity, Vector4d distance) {$/;"	f	class:Wall
checkIntersection	entities/Actor.cpp	/^bool Actor::checkIntersection( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:Actor
checkIntersection	entities/BoundingBox.h	/^	bool checkIntersection( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:BoundingBox
checkIntersection	entities/Wall.h	/^	bool checkIntersection( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:Wall
cmdline_options	main/Configuration.h	/^    boost::program_options::options_description cmdline_options;$/;"	m	class:Configuration
color	actions/ShootAtAction.cpp	/^const unsigned int ShootAtAction::color[ Enumerations::WeaponType::WeaponSize ] = { 0x00FF00FF, 0x0000FFFF, 0xFF0000FF, 0x000000FF };$/;"	m	class:ShootAtAction	file:
color	actions/ShootAtAction.h	/^	static const unsigned int color[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
color	entities/Entity.h	/^	unsigned int color;$/;"	m	class:Entity
config_file_options	main/Configuration.h	/^    boost::program_options::options_description config_file_options;$/;"	m	class:Configuration
continueAction	agents/PlayerAgent.cpp	/^	void PlayerAgent::continueAction() {$/;"	f	class:PlayerAgent
cosOfPiBy8	actions/Action.h	/^	const double cosOfPiBy8;$/;"	m	class:Action
createActors	main/GameFactory.cpp	/^void GameFactory::createActors(UserInterface * ui) {$/;"	f	class:GameFactory
createGame	main/GameFactory.cpp	/^void GameFactory::createGame(UserInterface * ui) {$/;"	f	class:GameFactory
createLuaEnv	agents/LuaAgent.cpp	/^lua_State * LuaAgent::createLuaEnv() {$/;"	f	class:LuaAgent
createMap	main/GameFactory.cpp	/^void GameFactory::createMap() {$/;"	f	class:GameFactory
current	agents/PlayerAgent.h	/^	ActorKnowledge * current;$/;"	m	class:PlayerAgent
currentAction	entities/Actor.h	/^	std::unique_ptr<Action> currentAction;$/;"	m	class:Actor
currentStrategy	agents/FuzzyAgent.h	/^	Strategy currentStrategy;$/;"	m	class:FuzzyAgent
currentWeapon	entities/Actor.h	/^	Enumerations::WeaponType currentWeapon;$/;"	m	class:Actor
damage	actions/ShootAtAction.cpp	/^const double ShootAtAction::damage[ Enumerations::WeaponType::WeaponSize ] = { 5, 100, 50, 15 };$/;"	m	class:ShootAtAction	file:
damage	actions/ShootAtAction.h	/^	static const double damage[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
damage	entities/CustomShell.h	/^	double damage;$/;"	m	class:CustomShell
defaultFont	graphics/UserInterface.h	/^	TTF_Font * defaultFont;$/;"	m	class:UserInterface
defend	agents/FuzzyAgent.h	/^		defend,$/;"	e	enum:FuzzyAgent::Strategy
destination	entities/CustomShell.h	/^	Vector4d destination;$/;"	m	class:CustomShell
destroyLuaEnv	agents/LuaAgent.cpp	/^void LuaAgent::destroyLuaEnv(lua_State * pL) {$/;"	f	class:LuaAgent
direction	agents/ActorInfo.h	/^	Vector4d direction;$/;"	m	class:ActorInfo
direction	entities/Entity.h	/^	Vector4d direction;$/;"	m	class:Entity
directionVector	entities/Actor.h	/^	Vector4d directionVector;$/;"	m	class:Actor
done	main.cpp	/^bool done = false;$/;"	v
dot	main/Misc.h	/^	double dot(const Vector4d & b) {$/;"	f	struct:Vector4d
drawtext	graphics/UserInteface.cpp	/^SDL_Surface * UserInterface::drawtext(const char * text, Vector4d color, textquality quality, int useDefaultFont)$/;"	f	class:UserInterface
dumb1onStart	dumb1.lua	/^function dumb1onStart( agent, actorKnowledge, time)$/;"	f
dumb1whatTo	dumb1.lua	/^function dumb1whatTo( agent, actorKnowledge, time)$/;"	f
dumb2onStart	dumb2.lua	/^function dumb2onStart( agent, actorKnowledge, time)$/;"	f
dumb2whatTo	dumb2.lua	/^function dumb2whatTo( agent, actorKnowledge, time)$/;"	f
dumb3onStart	dumb3.lua	/^function dumb3onStart( agent, actorKnowledge, time)$/;"	f
dumb3whatTo	dumb3.lua	/^function dumb3whatTo( agent, actorKnowledge, time)$/;"	f
dumb4onStart	dumb4.lua	/^function dumb4onStart( agent, actorKnowledge, time)$/;"	f
dumb4whatTo	dumb4.lua	/^function dumb4whatTo( agent, actorKnowledge, time)$/;"	f
dumb5onStart	dumb5.lua	/^function dumb5onStart( agent, actorKnowledge, time)$/;"	f
dumb5whatTo	dumb5.lua	/^function dumb5whatTo( agent, actorKnowledge, time)$/;"	f
dumb6onStart	dumb6.lua	/^function dumb6onStart( agent, actorKnowledge, time)$/;"	f
dumb6whatTo	dumb6.lua	/^function dumb6whatTo( agent, actorKnowledge, time)$/;"	f
dumb7onStart	dumb7.lua	/^function dumb7onStart( agent, actorKnowledge, time)$/;"	f
dumb7whatTo	dumb7.lua	/^function dumb7whatTo( agent, actorKnowledge, time)$/;"	f
dumb8onStart	dumb8.lua	/^function dumb8onStart( agent, actorKnowledge, time)$/;"	f
dumb8whatTo	dumb8.lua	/^function dumb8whatTo( agent, actorKnowledge, time)$/;"	f
endGame	main/Game.h	/^	void endGame() {$/;"	f	class:Game
endPoint	entities/Wall.h	/^	Vector4d endPoint;$/;"	m	class:Wall
end_game	main/Game.h	/^	std::chrono::time_point<std::chrono::system_clock> end_game;$/;"	m	class:Game
enemyChild	agents/FuzzyAgent.h	/^	int enemyModel, enemyChild;$/;"	m	class:FuzzyAgent
enemyModel	agents/FuzzyAgent.h	/^	int enemyModel, enemyChild;$/;"	m	class:FuzzyAgent
entity	agents/ObjectInfo.h	/^	Entity * entity;$/;"	m	class:ObjectInfo
evaluateAmmo	agents/FuzzyAgent.cpp	/^double FuzzyAgent::evaluateAmmo() {$/;"	f	class:FuzzyAgent
evaluateEnemy	agents/FuzzyAgent.cpp	/^double FuzzyAgent::evaluateEnemy(double distance, double health) {$/;"	f	class:FuzzyAgent
evaluateStrategy	agents/FuzzyAgent.cpp	/^double FuzzyAgent::evaluateStrategy(Strategy strategy, double threat, double ammo) {$/;"	f	class:FuzzyAgent
evaluateWeapon	agents/FuzzyAgent.cpp	/^double FuzzyAgent::evaluateWeapon(Enumerations::WeaponType type, double distance, double health) {$/;"	f	class:FuzzyAgent
execute	actions/ChangeWeaponAction.cpp	/^	bool ChangeWeaponAction::execute(Actor* actor, GameTime gameTime) {$/;"	f	class:ChangeWeaponAction
execute	actions/DieAction.h	/^	bool execute(Actor* actor, GameTime gameTime) { $/;"	f	class:DieAction
execute	actions/ReloadAction.cpp	/^	bool ReloadAction::execute(Actor* actor, GameTime gameTime) {$/;"	f	class:ReloadAction
execute	actions/ShootAtAction.cpp	/^bool ShootAtAction::execute(Actor* actor, GameTime gameTime) {$/;"	f	class:ShootAtAction
execute	actions/WaitAction.h	/^	bool execute(Actor* actor, GameTime gameTime) {$/;"	f	class:WaitAction
explode	entities/CustomShell.cpp	/^void CustomShell::explode(GameTime time) {$/;"	f	class:CustomShell
explore	agents/FuzzyAgent.h	/^		explore$/;"	e	enum:FuzzyAgent::Strategy
extension	graphics/ResourceInfo.h	/^	std::string extension;$/;"	m	class:ResourceInfo
filenameBase	graphics/ResourceInfo.h	/^	std::string filenameBase;$/;"	m	class:ResourceInfo
frameFieldWidth	graphics/ResourceInfo.cpp	/^int ResourceInfo::frameFieldWidth()$/;"	f	class:ResourceInfo
frames	graphics/ResourceInfo.h	/^	int frames;$/;"	m	class:ResourceInfo
frames	main.cpp	/^unsigned int frames = 0;$/;"	v
friendkills	entities/Actor.h	/^	int friendkills;$/;"	m	class:Actor
frontends	main/Game.h	/^	std::vector<AbstractFrontend*> frontends;$/;"	m	class:Game
g	graphics/ResourceInfo.h	/^	unsigned short g;$/;"	m	struct:Color
game	main/GameFactory.h	/^	std::unique_ptr<Game> game;$/;"	m	class:GameFactory
gameTime	main/Game.h	/^	GameTime gameTime;$/;"	m	class:Game
getActionCode	actions/Action.h	/^	std::string getActionCode() { return actionCode; }$/;"	f	class:Action
getActionName	dumb1.lua	/^function getActionName( action)$/;"	f
getActionName	testCom1.lua	/^function getActionName( action)$/;"	f
getActionName	testCom2.lua	/^function getActionName( action)$/;"	f
getActionStarted	actions/Action.h	/^	GameTime getActionStarted() { return actionStarted; }$/;"	f	class:Action
getActionStarted	entities/Actor.cpp	/^GameTime Actor::getActionStarted() {$/;"	f	class:Actor
getActionType	actions/Action.h	/^	Enumerations::ActionType getActionType() {$/;"	f	class:Action
getActor	agents/ActorKnowledge.h	/^	Actor * getActor() {$/;"	f	class:ActorKnowledge
getActorInfo	entities/Actor.h	/^	ActorInfo getActorInfo() {$/;"	f	class:Actor
getActorKnowledge	entities/Actor.h	/^	ActorKnowledge * getActorKnowledge() {$/;"	f	class:Actor
getActors	main/Game.cpp	/^std::vector<Actor*> & Game::getActors() {$/;"	f	class:Game
getAmmo	agents/ActorKnowledge.cpp	/^int ActorKnowledge::getAmmo(Enumerations::WeaponType type) {$/;"	f	class:ActorKnowledge
getAmmo	entities/Actor.h	/^	int getAmmo(Enumerations::WeaponType type) {$/;"	f	class:Actor
getArmour	agents/ActorInfo.h	/^	int getArmour() const {$/;"	f	class:ActorInfo
getArmour	agents/ActorKnowledge.cpp	/^int ActorKnowledge::getArmour() {$/;"	f	class:ActorKnowledge
getArmour	entities/Actor.h	/^	int getArmour() {$/;"	f	class:Actor
getBool	main/Configuration.cpp	/^bool Configuration::getBool(std::string optionName) {$/;"	f	class:Configuration
getBoundingPoints	entities/Entity.h	/^	std::vector<Vector4d> getBoundingPoints() {$/;"	f	class:Entity
getBoundingRadius	entities/Entity.h	/^	double getBoundingRadius() {$/;"	f	class:Entity
getColor	entities/Entity.h	/^	unsigned getColor() {$/;"	f	class:Entity
getCurrent	agents/MouseAgent.h	/^	ActorKnowledge * getCurrent() {$/;"	f	class:MouseAgent
getCurrentAction	entities/Actor.h	/^	Action * getCurrentAction() { $/;"	f	class:Actor
getCurrentGame	main/GameFactory.cpp	/^Game * GameFactory::getCurrentGame() {$/;"	f	class:GameFactory
getCurrentWeapon	entities/Actor.h	/^	Enumerations::WeaponType getCurrentWeapon() { $/;"	f	class:Actor
getDirection	agents/ActorInfo.h	/^	Vector4d getDirection() const {$/;"	f	class:ActorInfo
getDirection	agents/ActorKnowledge.cpp	/^Vector4d ActorKnowledge::getDirection() {$/;"	f	class:ActorKnowledge
getDirection	entities/Entity.h	/^	Vector4d getDirection() { $/;"	f	class:Entity
getDirectionPostfix	graphics/SDLFrontend.cpp	/^std::string getDirectionPostfix(Vector4d direction) {$/;"	f
getDouble	main/Configuration.cpp	/^double Configuration::getDouble(std::string optionName) {$/;"	f	class:Configuration
getEndPoint	entities/Wall.h	/^	Vector4d getEndPoint() {$/;"	f	class:Wall
getEstimatedTimeToReach	agents/ActorKnowledge.cpp	/^int ActorKnowledge::getEstimatedTimeToReach(Vector4d self, Vector4d target) {$/;"	f	class:ActorKnowledge
getFilename	graphics/ResourceInfo.cpp	/^std::string ResourceInfo::getFilename(int frame_number) {$/;"	f	class:ResourceInfo
getFrames	graphics/ResourceInfo.cpp	/^int ResourceInfo::getFrames()$/;"	f	class:ResourceInfo
getFriendKills	entities/Actor.h	/^	int getFriendKills() {$/;"	f	class:Actor
getGameTime	main/Game.h	/^	GameTime getGameTime() { $/;"	f	class:Game
getHealth	agents/ActorInfo.h	/^	int getHealth() const {$/;"	f	class:ActorInfo
getHealth	agents/ActorKnowledge.cpp	/^int ActorKnowledge::getHealth() {$/;"	f	class:ActorKnowledge
getHealth	entities/Actor.h	/^	int getHealth() {$/;"	f	class:Actor
getHeight	graphics/Graphics.h	/^	int getHeight() {$/;"	f	class:Graphics
getHeight	graphics/UserInteface.cpp	/^int UserInterface::getHeight() {$/;"	f	class:UserInterface
getHeight	main/Game.h	/^	double getHeight() { $/;"	f	class:Game
getInstance	graphics/ImagesManager.h	/^	static ImagesManager& getInstance() $/;"	f	class:ImagesManager
getInstance	main/Configuration.h	/^	static Configuration& getInstance()$/;"	f	class:Configuration
getInstance	main/GameFactory.h	/^	static GameFactory& getInstance() $/;"	f	class:GameFactory
getInstance	main/RandomGenerator.h	/^	static RandomGenerator& getInstance() $/;"	f	class:RandomGenerator
getInt	main/Configuration.cpp	/^int Configuration::getInt(std::string optionName) {$/;"	f	class:Configuration
getInvalidateTime	entities/CustomShell.h	/^	double getInvalidateTime() {$/;"	f	class:CustomShell
getKilled	entities/Actor.h	/^	int getKilled() {$/;"	f	class:Actor
getKills	entities/Actor.h	/^	int getKills() {$/;"	f	class:Actor
getLongDestination	agents/ActorKnowledge.cpp	/^	Vector4d ActorKnowledge::getLongDestination() {$/;"	f	class:ActorKnowledge
getLongDestination	entities/Actor.h	/^	Vector4d getLongDestination() {$/;"	f	class:Actor
getMaxMemory	graphics/ImagesManager.h	/^	int getMaxMemory() { return maxMemory; }$/;"	f	class:ImagesManager
getName	agents/ActorInfo.h	/^	const char* getName() const {$/;"	f	class:ActorInfo
getName	agents/ActorKnowledge.cpp	/^	const char* ActorKnowledge::getName() const {$/;"	f	class:ActorKnowledge
getName	entities/Actor.h	/^	const char* getName() {$/;"	f	class:Actor
getNavigation	agents/ActorKnowledge.cpp	/^Navigation * ActorKnowledge::getNavigation() {$/;"	f	class:ActorKnowledge
getNavigation	entities/Actor.h	/^	Navigation * getNavigation() {$/;"	f	class:Actor
getNextAction	actions/Action.h	/^	Action * getNextAction() {$/;"	f	class:Action
getNodePosition	main/Navigation.h	/^	Vector4d getNodePosition(int index) {$/;"	f	class:Navigation
getNumberOfPoints	main/Navigation.cpp	/^	int Navigation::getNumberOfPoints() {$/;"	f	class:Navigation
getNumberOfSpawnPoints	main/Navigation.h	/^	int getNumberOfSpawnPoints() {$/;"	f	class:Navigation
getNumberOfTriggers	entities/Actor.h	/^	int getNumberOfTriggers() {$/;"	f	class:Actor
getNumberOfTriggers	main/Navigation.cpp	/^	int Navigation::getNumberOfTriggers() {$/;"	f	class:Navigation
getObjects	main/Game.cpp	/^std::vector<Entity*> & Game::getObjects() {$/;"	f	class:Game
getPoints	entities/BoundingBox.h	/^	std::vector<Vector4d> getPoints() {$/;"	f	class:BoundingBox
getPosition	agents/ActorInfo.h	/^	Vector4d getPosition() const {$/;"	f	class:ActorInfo
getPosition	agents/ActorKnowledge.cpp	/^Vector4d ActorKnowledge::getPosition() {$/;"	f	class:ActorKnowledge
getPosition	entities/Entity.h	/^	Vector4d getPosition() { $/;"	f	class:Entity
getPrevPosition	entities/CustomShell.h	/^	Vector4d getPrevPosition() {$/;"	f	class:CustomShell
getRadius	entities/BoundingBox.h	/^	double getRadius() {$/;"	f	class:BoundingBox
getRadius	entities/CustomShell.h	/^	double getRadius() {$/;"	f	class:CustomShell
getRectangle	graphics/ResourceInfo.cpp	/^Rectangle ResourceInfo::getRectangle()$/;"	f	class:ResourceInfo
getResourceHandler	graphics/ImagesManager.cpp	/^int ImagesManager::getResourceHandler(const std::string resource_name)$/;"	f	class:ImagesManager
getResourceInfo	graphics/ImagesManager.cpp	/^const ResourceInfo & ImagesManager::getResourceInfo(const std::string resource_name)$/;"	f	class:ImagesManager
getResourceName	entities/Actor.h	/^	std::string getResourceName()$/;"	f	class:Actor
getResourceName	graphics/ResourceInfo.cpp	/^std::string ResourceInfo::getResourceName()$/;"	f	class:ResourceInfo
getScreen	graphics/Graphics.cpp	/^SDL_Surface * Graphics::getScreen() {$/;"	f	class:Graphics
getSeenActors	agents/ActorKnowledge.cpp	/^std::vector<ActorInfo> ActorKnowledge::getSeenActors() {$/;"	f	class:ActorKnowledge
getSeenFoes	agents/ActorKnowledge.cpp	/^std::vector<ActorInfo> ActorKnowledge::getSeenFoes() {$/;"	f	class:ActorKnowledge
getSeenFriends	agents/ActorKnowledge.cpp	/^std::vector<ActorInfo> ActorKnowledge::getSeenFriends() {$/;"	f	class:ActorKnowledge
getSelf	agents/ActorKnowledge.cpp	/^ActorInfo ActorKnowledge::getSelf() {$/;"	f	class:ActorKnowledge
getShortDestination	agents/ActorKnowledge.cpp	/^	Vector4d ActorKnowledge::getShortDestination() {$/;"	f	class:ActorKnowledge
getShortDestination	entities/Actor.h	/^	Vector4d getShortDestination() {$/;"	f	class:Actor
getSpawnPoint	main/Navigation.h	/^	Vector4d getSpawnPoint(int index) {$/;"	f	class:Navigation
getSpeed	entities/Actor.h	/^	double getSpeed() {$/;"	f	class:Actor
getStartPoint	entities/Wall.h	/^	Vector4d getStartPoint() {$/;"	f	class:Wall
getString	main/Configuration.cpp	/^std::string Configuration::getString(std::string optionName) {$/;"	f	class:Configuration
getSurface	graphics/ImagesManager.cpp	/^const SDL_Surface* ImagesManager::getSurface( const std::string resource_name, Vector4d scale, int frame_number )$/;"	f	class:ImagesManager
getSurface	graphics/ImagesManager.cpp	/^const SDL_Surface* ImagesManager::getSurface( int resource_handler, Vector4d scale, int frame_number )$/;"	f	class:ImagesManager
getTeam	agents/ActorInfo.h	/^	unsigned short getTeam() const {$/;"	f	class:ActorInfo
getTeam	agents/ActorKnowledge.cpp	/^unsigned short ActorKnowledge::getTeam() {$/;"	f	class:ActorKnowledge
getTeam	entities/Actor.h	/^	unsigned int getTeam() {$/;"	f	class:Actor
getTimeToEnd	main/Game.cpp	/^int Game::getTimeToEnd()$/;"	f	class:Game
getTransparentColor	graphics/ResourceInfo.cpp	/^Color ResourceInfo::getTransparentColor() $/;"	f	class:ResourceInfo
getTrigger	entities/Actor.h	/^	Trigger * getTrigger(int index) {$/;"	f	class:Actor
getTrigger	main/Navigation.cpp	/^	Trigger * Navigation::getTrigger(int index) {$/;"	f	class:Navigation
getType	entities/ArmourPack.h	/^	virtual TriggerType getType() {$/;"	f	class:ArmourPack
getType	entities/HealthPack.h	/^	virtual TriggerType getType() {$/;"	f	class:HealthPack
getType	entities/WeaponPack.h	/^	virtual TriggerType getType() {$/;"	f	class:WeaponPack
getWeaponType	agents/ActorInfo.h	/^	Enumerations::WeaponType getWeaponType() const {$/;"	f	class:ActorInfo
getWeaponType	agents/ActorKnowledge.cpp	/^Enumerations::WeaponType ActorKnowledge::getWeaponType() {$/;"	f	class:ActorKnowledge
getWidth	graphics/Graphics.h	/^	int getWidth() {$/;"	f	class:Graphics
getWidth	graphics/UserInteface.cpp	/^int UserInterface::getWidth() {$/;"	f	class:UserInterface
getWidth	main/Game.h	/^	double getWidth() { $/;"	f	class:Game
getZoomFactor	graphics/Graphics.h	/^	double getZoomFactor() {$/;"	f	class:Graphics
graphics	graphics/SDLFrontend.h	/^	Graphics * graphics;$/;"	m	class:SDLFrontend
graphics	graphics/UserInterface.h	/^	Graphics * graphics;$/;"	m	class:UserInterface
h	graphics/ResourceInfo.h	/^	int h;$/;"	m	struct:Rectangle
hasIndex	main/Navigation.h	/^	bool hasIndex(AStarNode i, int searchedIndex) {$/;"	f	class:Navigation
health	agents/ActorInfo.h	/^	int health;$/;"	m	class:ActorInfo
health	agents/FuzzyAgent.h	/^		health,$/;"	e	enum:FuzzyAgent::Strategy
health	entities/Actor.h	/^	int health;$/;"	m	class:Actor
health	entities/HealthPack.h	/^	int health;$/;"	m	class:HealthPack
height	graphics/Graphics.h	/^	int height;$/;"	m	class:Graphics
height	main/Game.h	/^	double height;$/;"	m	class:Game
id	entities/Entity.h	/^	long id;$/;"	m	class:Entity
incrementFriendsKilled	entities/Actor.h	/^	void incrementFriendsKilled() {$/;"	f	class:Actor
incrementKilled	entities/Actor.h	/^	void incrementKilled() {$/;"	f	class:Actor
incrementKills	entities/Actor.h	/^	void incrementKills() {$/;"	f	class:Actor
index	entities/Trigger.h	/^	int index;$/;"	m	class:Trigger
index	main/NavigationNode.h	/^	int index;$/;"	m	class:NavigationNode
indexNr	main/Navigation.h	/^	int indexNr;$/;"	m	class:Navigation
inflictDamage	main/Game.cpp	/^void Game::inflictDamage(Actor* actor, int damage, GameTime time, Actor* attacker) {$/;"	f	class:Game
invalidate	entities/Entity.h	/^	void invalidate() {$/;"	f	class:Entity
invalidateTime	entities/CustomShell.h	/^	GameTime invalidateTime;$/;"	m	class:CustomShell
isActive	entities/Trigger.h	/^	bool isActive() {$/;"	f	class:Trigger
isBreakable	actions/Action.h	/^	bool isBreakable() { return breakable; }$/;"	f	class:Action
isDead	entities/Actor.h	/^	bool isDead() {$/;"	f	class:Actor
isFinished	main/Game.cpp	/^bool Game::isFinished() {$/;"	f	class:Game
isLoaded	agents/ActorKnowledge.cpp	/^bool ActorKnowledge::isLoaded(Enumerations::WeaponType type){$/;"	f	class:ActorKnowledge
isLoaded	entities/Actor.h	/^	bool isLoaded(Enumerations::WeaponType type) {$/;"	f	class:Actor
isMoving	agents/ActorKnowledge.cpp	/^bool ActorKnowledge::isMoving(){$/;"	f	class:ActorKnowledge
isMoving	entities/Actor.h	/^	bool isMoving() {$/;"	f	class:Actor
isRepeatable	actions/Action.h	/^	bool isRepeatable() { return repeatable; }$/;"	f	class:Action
isSet	main/Configuration.cpp	/^bool Configuration::isSet(std::string optionName) {$/;"	f	class:Configuration
isValid	entities/Entity.h	/^	bool isValid() {$/;"	f	class:Entity
keepFramerate	main.cpp	/^void keepFramerate() {$/;"	f
keyPressed	agents/MouseAgent.cpp	/^void MouseAgent::keyPressed(SDLKey key) {$/;"	f	class:MouseAgent
keyPressed	graphics/UserInteface.cpp	/^void UserInterface::keyPressed(SDLKey key) {$/;"	f	class:UserInterface
keyReleased	graphics/UserInteface.cpp	/^void UserInterface::keyReleased(SDLKey key) {$/;"	f	class:UserInterface
killed	entities/Actor.h	/^	int killed;$/;"	m	class:Actor
kills	entities/Actor.h	/^	int kills;$/;"	m	class:Actor
length	main/Misc.cpp	/^double Vector4d::length() { $/;"	f	class:Vector4d
lengthSquared	main/Misc.cpp	/^double Vector4d::lengthSquared() { $/;"	f	class:Vector4d
lineCoefficients	entities/BoundingBox.h	/^	Vector4d lineCoefficients(Vector4d p1, Vector4d p2) {$/;"	f	class:BoundingBox
lineCoefficients	entities/Wall.h	/^	Vector4d lineCoefficients(Vector4d p1, Vector4d p2) {$/;"	f	class:Wall
lineInteresctsLineSegment	entities/Actor.cpp	/^bool Actor::lineInteresctsLineSegment( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:Actor
lineInteresctsLineSegment	entities/BoundingBox.h	/^	bool lineInteresctsLineSegment( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:BoundingBox
lineInteresctsLineSegment	entities/Wall.h	/^	bool lineInteresctsLineSegment( Vector4d s1p1, Vector4d s1p2, Vector4d s2p1, Vector4d s2p2) {$/;"	f	class:Wall
loadAmmo	entities/Actor.h	/^	void loadAmmo(Enumerations::WeaponType type) {$/;"	f	class:Actor
loadResourceFile	graphics/ImagesManager.cpp	/^void ImagesManager::loadResourceFile(const std::string filename)$/;"	f	class:ImagesManager
loaded	entities/Actor.h	/^	bool loaded[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:Actor
log	dumb1.lua	/^function log( name, msg)$/;"	f
log	dumb8.lua	/^function log( name, msg)$/;"	f
log	testCom1.lua	/^function log( name, msg)$/;"	f
log	testCom2.lua	/^function log( name, msg)$/;"	f
longDestination	entities/Actor.h	/^	Vector4d longDestination;$/;"	m	class:Actor
lower	graphics/SDLFrontend.cpp	/^bool lower(Entity* first, Entity* second) {$/;"	f
lowerCost	main/Navigation.h	/^static bool lowerCost(AStarNode first, AStarNode second) {$/;"	f
luaEnv	agents/LuaAgent.h	/^	lua_State * luaEnv;$/;"	m	class:LuaAgent
luaTeams	main/Game.h	/^	Team2LuaEnvMap luaTeams;$/;"	m	class:Game
main	main.cpp	/^int main ( int argc, char** argv )$/;"	f
maxFrames	main.cpp	/^unsigned int maxFrames = 30;$/;"	v
maxMemory	graphics/ImagesManager.h	/^	unsigned int maxMemory;$/;"	m	class:ImagesManager
memory	graphics/ImagesManager.h	/^	unsigned int memory;$/;"	m	class:ImagesManager
mouse	main/Input.h	/^	Vector4d mouse;$/;"	m	class:Input
mouseButtonPressed	agents/MouseAgent.cpp	/^void MouseAgent::mouseButtonPressed(Vector4d coordinates, Uint8 button) {$/;"	f	class:MouseAgent
mouseButtonPressed	graphics/UserInteface.cpp	/^void UserInterface::mouseButtonPressed(Vector4d coordinates, Uint8 button) {$/;"	f	class:UserInterface
mouseMoved	agents/MouseAgent.cpp	/^void MouseAgent::mouseMoved(Vector4d coordinates) {$/;"	f	class:MouseAgent
mouseMoved	graphics/UserInteface.cpp	/^void UserInterface::mouseMoved(int xrel, int yrel, int x, int y) {$/;"	f	class:UserInterface
move	entities/Actor.cpp	/^void Actor::move() {$/;"	f	class:Actor
moveDirection	agents/PlayerAgent.cpp	/^	void PlayerAgent::moveDirection(Vector4d direction) {$/;"	f	class:PlayerAgent
moveHorizontal	graphics/Graphics.h	/^	void moveHorizontal(double value) {$/;"	f	class:Graphics
moveTo	agents/PlayerAgent.cpp	/^	void PlayerAgent::moveTo(Vector4d target) {$/;"	f	class:PlayerAgent
moveVector	entities/Actor.h	/^	Vector4d moveVector;$/;"	m	class:Actor
moveVertical	graphics/Graphics.h	/^	void moveVertical(double value) {$/;"	f	class:Graphics
movingHorizontal	graphics/UserInterface.h	/^	double movingHorizontal;$/;"	m	class:UserInterface
movingVertical	graphics/UserInterface.h	/^	double movingVertical;$/;"	m	class:UserInterface
name	agents/ActorInfo.h	/^	std::string name;$/;"	m	class:ActorInfo
name	entities/Actor.h	/^	std::string name;$/;"	m	class:Actor
navigation	entities/Entity.h	/^	Navigation * navigation;$/;"	m	class:Entity
navigation	main/Game.h	/^	std::unique_ptr<Navigation> navigation;\/\/TODO move to private$/;"	m	class:Game
nextAction	actions/Action.h	/^	Action * nextAction;$/;"	m	class:Action
nextAction	agents/PlayerAgent.h	/^	std::unique_ptr<Action> nextAction;$/;"	m	class:PlayerAgent
nodes	main/Navigation.h	/^	std::vector<NavigationNode> nodes;$/;"	m	class:Navigation
normal	main/Misc.h	/^	Vector4d normal() {$/;"	f	struct:Vector4d
normalize	main/Misc.h	/^	Vector4d normalize() {$/;"	f	struct:Vector4d
numberOfParticles	actions/ShootAtAction.cpp	/^const int ShootAtAction::numberOfParticles[ Enumerations::WeaponType::WeaponSize ] = { 1, 1, 1, 10 };$/;"	m	class:ShootAtAction	file:
numberOfParticles	actions/ShootAtAction.h	/^	static const int numberOfParticles[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
objects	main/Game.h	/^	std::vector<Entity*> objects;$/;"	m	class:Game
onEnter	actions/Action.cpp	/^void Action::onEnter(Actor* actor, GameTime gameTime) {$/;"	f	class:Action
onEnter	actions/ChangeWeaponAction.cpp	/^	void ChangeWeaponAction::onEnter(Actor* actor, GameTime gameTime) {$/;"	f	class:ChangeWeaponAction
onEnter	actions/DieAction.h	/^	void onEnter(Actor* actor, GameTime gameTime) {$/;"	f	class:DieAction
onEnter	actions/ReloadAction.cpp	/^	void ReloadAction::onEnter(Actor* actor, GameTime gameTime) {$/;"	f	class:ReloadAction
onEnter	actions/ShootAtAction.cpp	/^void ShootAtAction::onEnter(Actor* actor, GameTime gameTime) {$/;"	f	class:ShootAtAction
onExit	actions/Action.h	/^	virtual void onExit(Actor* actor, GameTime gameTime) {};$/;"	f	class:Action
onExit	actions/ChangeWeaponAction.cpp	/^	void ChangeWeaponAction::onExit(Actor* actor, GameTime gameTime) {$/;"	f	class:ChangeWeaponAction
onExit	actions/ReloadAction.cpp	/^	void ReloadAction::onExit(Actor* actor, GameTime gameTime) {$/;"	f	class:ReloadAction
onExit	actions/ShootAtAction.cpp	/^void ShootAtAction::onExit(Actor* actor, GameTime gameTime) {$/;"	f	class:ShootAtAction
onStart	agents/FuzzyAgent.h	/^	void onStart(ActorKnowledge * actorKnowledge, GameTime time) {}$/;"	f	class:FuzzyAgent
onStart	agents/LuaAgent.cpp	/^void LuaAgent::onStart(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:LuaAgent
onStart	agents/MouseAgent.h	/^	void onStart(ActorKnowledge * actorKnowledge, GameTime time) {}$/;"	f	class:MouseAgent
onStartName	agents/LuaAgent.h	/^	std::string onStartName;$/;"	m	class:LuaAgent
ooPoint	graphics/Graphics.h	/^	std::unique_ptr<Vector4d> ooPoint;$/;"	m	class:Graphics
operator !=	main/Misc.h	/^	bool operator!=(const Vector4d& q) const {$/;"	f	struct:Vector4d
operator *	main/Misc.h	/^	Vector4d operator*(const double &q) {$/;"	f	struct:Vector4d
operator *=	main/Misc.h	/^	Vector4d operator*=(const double &q) {$/;"	f	struct:Vector4d
operator +	main/Misc.h	/^	Vector4d operator+(const Vector4d &q) {$/;"	f	struct:Vector4d
operator +=	main/Misc.h	/^	Vector4d operator+=(const Vector4d &q) {$/;"	f	struct:Vector4d
operator -	main/Misc.h	/^	Vector4d operator-(const Vector4d &q) {$/;"	f	struct:Vector4d
operator -=	main/Misc.h	/^	Vector4d operator-=(const Vector4d &q) {$/;"	f	struct:Vector4d
operator /	main/Misc.h	/^	Vector4d operator\/(const double &q) {$/;"	f	struct:Vector4d
operator /=	main/Misc.h	/^	Vector4d operator\/=(const double &q) {$/;"	f	struct:Vector4d
operator <	agents/ActorInfo.h	/^	bool operator<(const ActorInfo& q) const {$/;"	f	class:ActorInfo
operator <	main/Misc.h	/^	bool operator<(const Vector4d& q) const {$/;"	f	struct:Vector4d
operator ==	main/Misc.h	/^	bool operator==(const Vector4d& q) const {$/;"	f	struct:Vector4d
pReason	graphics/GraphicsException.h	/^	const char * pReason;$/;"	m	class:GraphicsException
pReason	graphics/ResourceInfo.h	/^	const char * pReason;$/;"	m	class:ResourceException
parse_line	graphics/ImagesManager.cpp	/^bool ImagesManager::parse_line(char const* str)$/;"	f	class:ImagesManager
points	entities/BoundingBox.h	/^	std::vector<Vector4d> points;$/;"	m	class:BoundingBox
position	agents/ActorInfo.h	/^	Vector4d position;$/;"	m	class:ActorInfo
position	entities/Entity.h	/^	Vector4d position;$/;"	m	class:Entity
position	main/NavigationNode.h	/^	Vector4d position;$/;"	m	class:NavigationNode
prevPosition	entities/CustomShell.h	/^	Vector4d prevPosition;$/;"	m	class:CustomShell
printResults	main/Game.cpp	/^void Game::printResults() {$/;"	f	class:Game
r	graphics/ResourceInfo.h	/^	unsigned short r;$/;"	m	struct:Color
radius	actions/ShootAtAction.cpp	/^const double ShootAtAction::radius[ Enumerations::WeaponType::WeaponSize ] = { 0, 0, 50, 0 };$/;"	m	class:ShootAtAction	file:
radius	actions/ShootAtAction.h	/^	static const double radius[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
radius	entities/BoundingBox.h	/^	double radius;$/;"	m	class:BoundingBox
radius	entities/CustomShell.h	/^	double radius;$/;"	m	class:CustomShell
random	main/RandomGenerator.h	/^	double random() {$/;"	f	class:RandomGenerator
randomDouble	agents/PlayerAgent.cpp	/^double PlayerAgent::randomDouble() {$/;"	f	class:PlayerAgent
randomNormal	main/RandomGenerator.h	/^	float randomNormal(float m = 0.0, float s = 1.0)$/;"	f	class:RandomGenerator
rayColision	entities/BoundingBox.h	/^	bool rayColision(Vector4d position, Vector4d rayDisplacment, Vector4d rayPosition) {$/;"	f	class:BoundingBox
rayColision	entities/Entity.h	/^	virtual bool rayColision(Vector4d displacementVector, Vector4d rayPosition) {$/;"	f	class:Entity
rayColision	entities/Trigger.h	/^	bool rayColision(Vector4d displacementVector, Vector4d rayPosition) {$/;"	f	class:Trigger
rayColision	entities/Wall.h	/^	bool rayColision(Vector4d displacementVector, Vector4d rayPosition) {$/;"	f	class:Wall
rayColisionDistance	entities/BoundingBox.h	/^	double rayColisionDistance(Vector4d position, Vector4d rayDisplacment, Vector4d rayPosition) {$/;"	f	class:BoundingBox
rayColisionDistance	entities/Entity.h	/^	virtual double rayColisionDistance(Vector4d displacementVector, Vector4d rayPosition) {$/;"	f	class:Entity
rayColisionDistance	entities/Wall.h	/^	double rayColisionDistance(Vector4d rayDisplacment, Vector4d rayPosition) {$/;"	f	class:Wall
rectangle	graphics/ResourceInfo.h	/^	Rectangle rectangle;$/;"	m	class:ResourceInfo
registerAgent	graphics/UserInterface.h	/^	void registerAgent(MouseAgent * mouseAgent) {$/;"	f	class:UserInterface
reload	agents/PlayerAgent.cpp	/^	void PlayerAgent::reload() {$/;"	f	class:PlayerAgent
reloadTime	actions/ShootAtAction.cpp	/^const double ShootAtAction::reloadTime[ Enumerations::WeaponType::WeaponSize ] = { 0, 3, 1.5, 1 };$/;"	m	class:ShootAtAction	file:
reloadTime	actions/ShootAtAction.h	/^	static const double reloadTime[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
repeatable	actions/Action.h	/^	bool repeatable;$/;"	m	class:Action
reset	entities/Actor.cpp	/^void Actor::reset(Vector4d position, GameTime time) {$/;"	f	class:Actor
resetCurrentAction	entities/Actor.h	/^	void resetCurrentAction(Action * action) {$/;"	f	class:Actor
resourceName	entities/Actor.h	/^	std::string resourceName;$/;"	m	class:Actor
resourceName	graphics/ResourceInfo.h	/^	std::string resourceName;$/;"	m	class:ResourceInfo
resourceNames	graphics/ImagesManager.h	/^	std::unordered_map<std::string, int> resourceNames;$/;"	m	class:ImagesManager
resources	graphics/ImagesManager.h	/^	std::unordered_map<int, ResourceInfo> resources;$/;"	m	class:ImagesManager
rotate	actions/Action.cpp	/^void Action::rotate(Actor * actor, Vector4d direction, GameTime time) {$/;"	f	class:Action
rotate	agents/PlayerAgent.cpp	/^	void PlayerAgent::rotate(Vector4d direction) {$/;"	f	class:PlayerAgent
rotate	entities/Actor.cpp	/^void Actor::rotate() {$/;"	f	class:Actor
rotateZ	main/Misc.cpp	/^void Vector4d::rotateZ(double arc, bool radian) {$/;"	f	class:Vector4d
run	graphics/SDLFrontend.cpp	/^void SDLFrontend::run(Game * game) {$/;"	f	class:SDLFrontend
runFrontends	main/Game.cpp	/^void Game::runFrontends() {$/;"	f	class:Game
screen	graphics/Graphics.h	/^	SDL_Surface* screen;$/;"	m	class:Graphics
searchClosestNavigationNode	main/Navigation.cpp	/^	int Navigation::searchClosestNavigationNode(Vector4d point) {$/;"	f	class:Navigation
searchWay	main/Navigation.cpp	/^	std::vector<int> Navigation::searchWay(Vector4d from, Vector4d to) {$/;"	f	class:Navigation
searchWay	main/Navigation.cpp	/^	std::vector<int> Navigation::searchWay(int from, int to) {$/;"	f	class:Navigation
seenActors	agents/ActorKnowledge.h	/^	std::set<ActorInfo> seenActors;$/;"	m	class:ActorKnowledge
seenObjects	agents/ActorKnowledge.h	/^	std::set<ObjectInfo*> seenObjects;$/;"	m	class:ActorKnowledge
selectWeapon	agents/PlayerAgent.cpp	/^	void PlayerAgent::selectWeapon(Enumerations::WeaponType weapon) {$/;"	f	class:PlayerAgent
setArmour	agents/ActorInfo.h	/^	void setArmour(int armour) {$/;"	f	class:ActorInfo
setArmour	entities/Actor.h	/^	void setArmour(int a) {$/;"	f	class:Actor
setCurrentAction	entities/Actor.h	/^	void setCurrentAction(Action * action) {$/;"	f	class:Actor
setCurrentWeapon	entities/Actor.h	/^	void setCurrentWeapon(Enumerations::WeaponType weapon) { $/;"	f	class:Actor
setDestination	entities/Actor.cpp	/^void Actor::setDestination(Vector4d vect) {$/;"	f	class:Actor
setDirection	agents/ActorInfo.h	/^	void setDirection(Vector4d direction) {$/;"	f	class:ActorInfo
setDirection	entities/Entity.h	/^	void setDirection( Vector4d direction ) { $/;"	f	class:Entity
setDirectionVector	entities/Actor.h	/^	void setDirectionVector(Vector4d vect) {$/;"	f	class:Actor
setHealth	agents/ActorInfo.h	/^	void setHealth(int health) {$/;"	f	class:ActorInfo
setHealth	entities/Actor.h	/^	void setHealth(int health) {$/;"	f	class:Actor
setMaxMemory	graphics/ImagesManager.h	/^	void setMaxMemory( int maxMemory ) { this->maxMemory = maxMemory; }$/;"	f	class:ImagesManager
setMoveVector	entities/Actor.h	/^	void setMoveVector(Vector4d vect) {$/;"	f	class:Actor
setNextAction	actions/Action.h	/^	void setNextAction(Action * action) {$/;"	f	class:Action
setOOPoint	graphics/Graphics.h	/^	void setOOPoint(double x = 0, double y = 0, double scale = 10) {$/;"	f	class:Graphics
setOOPoint	graphics/UserInteface.cpp	/^void UserInterface::setOOPoint(double x, double y, double scale) {$/;"	f	class:UserInterface
setPosition	agents/ActorInfo.h	/^	void setPosition(Vector4d position) {$/;"	f	class:ActorInfo
setPosition	entities/Entity.h	/^	virtual void setPosition(Vector4d position) {$/;"	f	class:Entity
setResourceName	entities/Actor.h	/^	void setResourceName( std::string name)$/;"	f	class:Actor
setSpeed	entities/Actor.h	/^	void setSpeed( double speed )$/;"	f	class:Actor
setTeam	agents/ActorInfo.h	/^	void setTeam(unsigned short team) {$/;"	f	class:ActorInfo
setUserInterface	main/Input.h	/^	void setUserInterface(UserInterface * ui) {$/;"	f	class:Input
setWeaponType	agents/ActorInfo.h	/^	void setWeaponType(Enumerations::WeaponType type) {$/;"	f	class:ActorInfo
shaded	graphics/UserInterface.h	/^		shaded,$/;"	e	enum:UserInterface::textquality
shootAt	agents/PlayerAgent.cpp	/^	void PlayerAgent::shootAt(ActorInfo enemy) {$/;"	f	class:PlayerAgent
shootAtPoint	agents/PlayerAgent.cpp	/^	void PlayerAgent::shootAtPoint(Vector4d vect) {$/;"	f	class:PlayerAgent
shootTime	actions/ShootAtAction.cpp	/^const double ShootAtAction::shootTime[ Enumerations::WeaponType::WeaponSize ] = { 1, 5, 1.5, 1 };$/;"	m	class:ShootAtAction	file:
shootTime	actions/ShootAtAction.h	/^	static const double shootTime[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
shortDestination	entities/Actor.h	/^	Vector4d shortDestination;$/;"	m	class:Actor
showTime	graphics/UserInteface.cpp	/^void UserInterface::showTime(int timeToEnd)$/;"	f	class:UserInterface
showVector	dumb1.lua	/^function showVector( vector)$/;"	f
showVector	dumb2.lua	/^function showVector( vector)$/;"	f
showVector	dumb3.lua	/^function showVector( vector)$/;"	f
showVector	dumb4.lua	/^function showVector( vector)$/;"	f
showVector	dumb5.lua	/^function showVector( vector)$/;"	f
showVector	dumb6.lua	/^function showVector( vector)$/;"	f
showVector	dumb7.lua	/^function showVector( vector)$/;"	f
showVector	dumb8.lua	/^function showVector( vector)$/;"	f
showVector	testCom1.lua	/^function showVector( vector)$/;"	f
showVector	testCom2.lua	/^function showVector( vector)$/;"	f
size	agents/FuzzyAgent.h	/^		size,$/;"	e	enum:FuzzyAgent::Strategy
smallFont	graphics/UserInterface.h	/^	TTF_Font * smallFont;$/;"	m	class:UserInterface
solid	entities/Entity.h	/^	bool solid;$/;"	m	class:Entity
solid	graphics/UserInterface.h	/^		solid,$/;"	e	enum:UserInterface::textquality
source	entities/CustomShell.h	/^	Entity * source;$/;"	m	class:CustomShell
spawns	main/Navigation.h	/^	std::vector<Vector4d> spawns;$/;"	m	class:Navigation
speed	actions/ShootAtAction.cpp	/^const double ShootAtAction::speed[ Enumerations::WeaponType::WeaponSize ] = { 500, 15000, 350, 1000 };$/;"	m	class:ShootAtAction	file:
speed	actions/ShootAtAction.h	/^	static const double speed[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
speed	entities/Actor.h	/^	double speed;$/;"	m	class:Actor
speed	entities/CustomShell.h	/^	double speed;$/;"	m	class:CustomShell
standardCost	actions/Action.h	/^	TimeUnit standardCost;$/;"	m	class:Action
start	agents/PlayerAgent.cpp	/^void PlayerAgent::start(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:PlayerAgent
startGame	main/Game.h	/^	void startGame() {$/;"	f	class:Game
startPoint	entities/Wall.h	/^	Vector4d startPoint;$/;"	m	class:Wall
start_game	main/Game.h	/^	std::chrono::time_point<std::chrono::system_clock> start_game;$/;"	m	class:Game
started	entities/Actor.h	/^	bool started;$/;"	m	class:Actor
stopAtDestination	entities/CustomShell.h	/^	bool stopAtDestination;$/;"	m	class:CustomShell
stopAtTarget	actions/ShootAtAction.cpp	/^const bool ShootAtAction::stopAtTarget[ Enumerations::WeaponType::WeaponSize ] = {false, false, true, false};$/;"	m	class:ShootAtAction	file:
stopAtTarget	actions/ShootAtAction.h	/^	static const bool stopAtTarget[ Enumerations::WeaponType::WeaponSize ];$/;"	m	class:ShootAtAction
strategyChild	agents/FuzzyAgent.h	/^	int strategyChild[Strategy::size];$/;"	m	class:FuzzyAgent
strategyModel	agents/FuzzyAgent.h	/^	int strategyModel[Strategy::size];$/;"	m	class:FuzzyAgent
surfaces	graphics/ImagesManager.h	/^	IntPair2SDL_SurfaceMap surfaces;$/;"	m	class:ImagesManager
target	actions/ShootAtAction.h	/^	Vector4d target;$/;"	m	class:ShootAtAction
task3onStart	task3.lua	/^function task3onStart( agent, actorKnowledge, time)$/;"	f
task3whatTo	task3.lua	/^function task3whatTo( agent, actorKnowledge, time)	$/;"	f
team	agents/ActorInfo.h	/^	unsigned short team;$/;"	m	class:ActorInfo
team	entities/Actor.h	/^	unsigned int team;$/;"	m	class:Actor
testCom1onStart	testCom1.lua	/^function testCom1onStart( agent, actorKnowledge, time)$/;"	f
testCom1whatTo	testCom1.lua	/^function testCom1whatTo( agent, actorKnowledge, time)$/;"	f
testCom2onStart	testCom2.lua	/^function testCom2onStart( agent, actorKnowledge, time)$/;"	f
testCom2whatTo	testCom2.lua	/^function testCom2whatTo( agent, actorKnowledge, time)$/;"	f
textquality	graphics/UserInterface.h	/^	enum textquality {$/;"	g	class:UserInterface
ticks	main.cpp	/^Uint32 ticks = 0;$/;"	v
timeToActivate	entities/Trigger.h	/^	int timeToActivate;$/;"	m	class:Trigger
transformXToViewCoordinate	graphics/Graphics.cpp	/^double Graphics::transformXToViewCoordinate(double x) {$/;"	f	class:Graphics
transformXToWorldCoordinate	graphics/Graphics.cpp	/^double Graphics::transformXToWorldCoordinate(double x) {$/;"	f	class:Graphics
transformYToViewCoordinate	graphics/Graphics.cpp	/^double Graphics::transformYToViewCoordinate(double y) {$/;"	f	class:Graphics
transformYToWorldCoordinate	graphics/Graphics.cpp	/^double Graphics::transformYToWorldCoordinate(double y) {$/;"	f	class:Graphics
transparentColor	graphics/ResourceInfo.h	/^	Color transparentColor;$/;"	m	class:ResourceInfo
transparentDefined	graphics/ResourceInfo.h	/^	bool transparentDefined;$/;"	m	class:ResourceInfo
trigger	entities/ArmourPack.h	/^	virtual void trigger(Actor * actor) {$/;"	f	class:ArmourPack
trigger	entities/HealthPack.h	/^	virtual void trigger(Actor * actor) {$/;"	f	class:HealthPack
trigger	entities/WeaponPack.h	/^	virtual void trigger(Actor * actor) {$/;"	f	class:WeaponPack
triggers	main/Navigation.h	/^	std::vector<Trigger*> triggers;$/;"	m	class:Navigation
type	entities/WeaponPack.h	/^	Enumerations::WeaponType type;$/;"	m	class:WeaponPack
ui	main/Input.h	/^	UserInterface * ui;$/;"	m	class:Input
update	entities/Actor.cpp	/^void Actor::update(GameTime time) {$/;"	f	class:Actor
update	entities/CustomShell.cpp	/^void CustomShell::update(GameTime time) {$/;"	f	class:CustomShell
update	entities/Entity.h	/^	virtual void update(GameTime time) { $/;"	f	class:Entity
update	entities/Trigger.h	/^	virtual void update(GameTime time) {$/;"	f	class:Trigger
update	entities/Wall.h	/^	virtual void update(GameTime time) {};$/;"	f	class:Wall
update	graphics/Graphics.cpp	/^void Graphics::update() {$/;"	f	class:Graphics
update	graphics/UserInteface.cpp	/^void UserInterface::update(std::vector<Actor*> allActors) {$/;"	f	class:UserInterface
update	main/Input.cpp	/^bool Input::update() {$/;"	f	class:Input
updateAI	main/Game.cpp	/^void Game::updateAI() {$/;"	f	class:Game
updateSpotting	agents/ActorKnowledge.cpp	/^void ActorKnowledge::updateSpotting() {$/;"	f	class:ActorKnowledge
updateSpotting	entities/Actor.h	/^	void updateSpotting() {$/;"	f	class:Actor
updateWorld	main/Game.cpp	/^void Game::updateWorld() {$/;"	f	class:Game
val	main/Misc.h	/^	double val[4];$/;"	m	struct:Vector4d
valid	entities/Entity.h	/^	bool valid;$/;"	m	class:Entity
value	main/Misc.h	/^	double value(int i) {$/;"	f	struct:Vector4d
vm	main/Configuration.h	/^    boost::program_options::variables_map vm;$/;"	m	class:Configuration
w	graphics/ResourceInfo.h	/^	int w;$/;"	m	struct:Rectangle
wait	agents/PlayerAgent.cpp	/^	void PlayerAgent::wait() {$/;"	f	class:PlayerAgent
way	entities/Actor.h	/^	std::vector<int> way;$/;"	m	class:Actor
weapon	actions/ChangeWeaponAction.h	/^	Enumerations::WeaponType weapon;$/;"	m	class:ChangeWeaponAction
weaponChild	agents/FuzzyAgent.h	/^	int weaponChild[Enumerations::WeaponSize];$/;"	m	class:FuzzyAgent
weaponModel	agents/FuzzyAgent.h	/^	int weaponModel[Enumerations::WeaponSize];$/;"	m	class:FuzzyAgent
weaponType	agents/ActorInfo.h	/^	Enumerations::WeaponType weaponType;$/;"	m	class:ActorInfo
whatTo	bones.lua	/^function whatTo(agent, actorKnowledge, gametime)$/;"	f
whatTo	flesh.lua	/^function whatTo(agent, actorKnowledge, gametime)$/;"	f
whatTo	script.lua	/^function whatTo(agent, actorKnowledge, gametime)$/;"	f
whatToDo	agents/FuzzyAgent.cpp	/^void FuzzyAgent::whatToDo(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:FuzzyAgent
whatToDo	agents/LuaAgent.cpp	/^void LuaAgent::whatToDo(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:LuaAgent
whatToDo	agents/MouseAgent.cpp	/^void MouseAgent::whatToDo(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:MouseAgent
whatToDoNow	agents/PlayerAgent.cpp	/^Action * PlayerAgent::whatToDoNow(ActorKnowledge * actorKnowledge, GameTime time) {$/;"	f	class:PlayerAgent
whatToName	agents/LuaAgent.h	/^	std::string whatToName;$/;"	m	class:LuaAgent
width	graphics/Graphics.h	/^	int width;$/;"	m	class:Graphics
width	main/Game.h	/^	double width;$/;"	m	class:Game
x	graphics/ResourceInfo.h	/^	int x;$/;"	m	struct:Rectangle
y	graphics/ResourceInfo.h	/^	int y;$/;"	m	struct:Rectangle
zoom	graphics/Graphics.h	/^	void zoom(double value) {$/;"	f	class:Graphics
zooming	graphics/UserInterface.h	/^	double zooming;$/;"	m	class:UserInterface
~ActorInfo	agents/ActorInfo.h	/^	virtual ~ActorInfo() {}$/;"	f	class:ActorInfo
~Game	main/Game.cpp	/^Game::~Game() {$/;"	f	class:Game
~Graphics	graphics/Graphics.cpp	/^Graphics::~Graphics() {$/;"	f	class:Graphics
~ImagesManager	graphics/ImagesManager.cpp	/^ImagesManager::~ImagesManager()$/;"	f	class:ImagesManager
~UserInterface	graphics/UserInterface.h	/^	~UserInterface() {$/;"	f	class:UserInterface
