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<pre>
class CActor
virtual void Action(float delta);
virtual void Draw(llgfx_id id);
virtual void SetPos(float x, float y);
virtual void SetPos(int x, int y);
int GetXPos() { return (int)m_position.m_u; };
int GetYPos() { return (int)m_position.m_v; };
virtual void TestCollision(CActor *actor_with);
virtual void Collision_Player(CActor *player );
virtual void Collision_Shot(CActor *player, CActor *shot);
virtual void AddScore(int score);
virtual bool Message(const char *Type);
virtual void SendMsg(const char *msg);
virtual CActor * IsActor( const char *name); // returned sich selbst wenn name entspricht
virtual void SetDirectionD( float deg );
virtual void SetDirectionR( float rad );
virtual void InitTarget(float time, float target_x, float target_y );
virtual void InitTarget(float time, CVec2f &targetpos );
virtual void InitMove(float x_velocity, float y_velocity );
virtual void InitMove(CVec2f &targetpos, float velocity );
virtual bool MoveToTarget(float delta); // returned true wenn target erreicht
virtual bool MoveToTarget(float delta, CVec2f &current_pos, CVec2f &target_pos, CVec2f &direction);
virtual void Move(float delta);
virtual void GetBoundingRect(llgfx_sRECT *rect);
virtual void RotateModel(float angle); // winkel in radians
virtual void RotateLocal(float angle); // winkel in radians
float GetAngleToPoint(float x, float y);
void InitTargetAngleD(float time, float new_angle); // newAngle in degree
void InitTargetAngleR(float time, float new_angle); // newAngle in radians
float GetViewAngleD();
float GetViewAngleR();
virtual bool RotateToTargetAngle(float delta); // return true wenn target angle erreicht
void SetViewAngleD( float degree );
void PlusViewAngleD( float degree );
void MinusViewAngleD( float degree );
void PlusViewAngleR( float radians );
void MinusViewAngleR( float radians );
void SetViewAngleR( float radians );
void AddChild(CActor * actor );
void SetParent(CActor * actor );
void RemoveParent();
void RemoveChild(CActor * actor);
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