90     G4cout << 
" >>> " << 
theName << 
"::makeFragment " << mom << 
" " << fragA
 
   91            << 
" " << fragZ << 
" " << EX << 
G4endl;
 
   97   mom.setVectM(mom.vect(), mass);
 
  119   const G4int a_cut = 20;
 
  123   return ((fragA <= a_cut || fragZ==0) && 
 
  144                      const std::vector<G4InuclElementaryParticle>& particles) {
 
  156                      const std::vector<G4InuclNuclei>& fragments) {
 
virtual void setVerboseLevel(G4int verbose=0)
 
void collide(G4InuclParticle *bullet, G4InuclParticle *target, G4CollisionOutput &output)
 
void SetNumberOfHoles(G4int valueTot, G4int valueP=0)
 
static G4bool checkConservation()
 
virtual void setVerboseLevel(G4int verbose=0)
 
void getTargetData(const G4Fragment &target)
 
void SetNumberOfExcitedParticle(G4int valueTot, G4int valueP)
 
G4GLOB_DLL std::ostream G4cout
 
const G4LorentzVector & GetMomentum() const 
 
void SetMomentum(const G4LorentzVector &value)
 
G4double getNucleiMass() const 
 
static const G4double A[nN]
 
virtual ~G4CascadeDeexciteBase()
 
virtual G4bool explosion(const G4Fragment &target) const 
 
G4CascadeCheckBalance * balance
 
const G4Fragment & makeFragment(G4LorentzVector mom, G4int A, G4int Z, G4double EX=0.)
 
void SetZandA_asInt(G4int Znew, G4int Anew)
 
virtual G4bool validateOutput(const G4Fragment &target, G4CollisionOutput &output)
 
G4CascadeDeexciteBase(const char *name)
 
G4double bindingEnergy(G4int A, G4int Z)
 
G4double GetExcitationEnergy() const 
 
CLHEP::HepLorentzVector G4LorentzVector