, including all inherited members.
ACT enum name | AI_Actor | |
ACTOR enum value | AI_Agent | |
ActorArray typedef | AI_Actor | |
ActorArrayIt typedef | AI_Actor | |
AddObjectRef(AI_Ref< AI_Referenced > *) | AI_Referenced | [inline] |
AddRef() | AI_Referenced | [inline] |
AGENT enum value | AI_Agent | |
AgentArray typedef | AI_Agent | |
AgentArrayIt typedef | AI_Agent | |
AI_Actor(void) | AI_Actor | |
AI_Agent(void) | AI_Agent | [inline] |
AI_Agent(const TYPE type) | AI_Agent | [inline] |
AI_Node() | AI_Node | [inline] |
AI_Node(void *ptr) | AI_Node | [inline] |
AI_Obstacle() | AI_Obstacle | [inline] |
AI_Obstacle(const TYPE type) | AI_Obstacle | [inline] |
AI_Referenced() | AI_Referenced | |
ATTACK enum value | AI_Actor | |
attack(AI_Actor *ptr_actor) | AI_Actor | |
ATTACK_FINISHED enum value | AI_Actor | |
avoidObstacle(AI_Obstacle *ptr_obstacle, const double d_time) | AI_Actor | [protected] |
avoidWall(const float f_dir, const double d_time) | AI_Actor | [inline, protected] |
BARRIER enum value | AI_Obstacle | |
changeWayPoint(void) | AI_Actor | [inline, protected] |
chaseActor(AI_Actor *ptr_actor) | AI_Actor | |
checkFeedback(ai_dword dw_feedback) | AI_Actor | [inline] |
checkObstacleWhileWalking(AI_Obstacle *ptr_obstacle, const float f_obstacle_distance, bool &b_obstruct_dest) | AI_Actor | [protected] |
clearFeedback(ai_dword dw_feedback) | AI_Actor | [inline] |
clearWay(void) | AI_Actor | [inline] |
DEATH enum value | AI_Actor | |
detectDeadWayFarFromPath(void) | AI_Actor | [protected] |
detectDeadWayObstacle(const double d_time, AI_Obstacle *ptr_obstacle, const float f_obstacle_distance) | AI_Actor | [protected] |
detectDeadWayWall(const float f_walk_evasive_direction, const float f_wall_distance) | AI_Actor | [protected] |
die(void) | AI_Actor | [inline] |
doJink(const float f_evasive_angle) | AI_Actor | [inline, protected] |
ENEMY_TYPE enum name | AI_Actor | |
ET_CLAN enum value | AI_Actor | |
ET_HERO enum value | AI_Actor | |
ET_OTHER_CLANS enum value | AI_Actor | |
FEEDBACK enum name | AI_Actor | |
findInitialWay(void) | AI_Actor | [protected] |
findNearestObstacle(const double d_time, float &f_obstacle_distance) | AI_Actor | [protected] |
findNearestWall(float &f_wall_distance) | AI_Actor | [protected] |
findWay(void) | AI_Actor | [protected] |
flushFeedback(void) | AI_Actor | [inline] |
getAct(void) const | AI_Actor | [inline] |
getAngularVelocity(void) const | AI_Actor | [inline] |
getAttacker(void) | AI_Actor | [inline] |
getAttackTarget(void) | AI_Actor | |
getAura(void) const | AI_Agent | [inline] |
getChaseDistance(void) const | AI_Actor | [inline] |
getClan(void) const | AI_Actor | [inline] |
getDesiredAngle(void) const | AI_Actor | [inline] |
getDestination(void) | AI_Actor | [inline] |
getDistance(const AI_Vector3 &v_position) const | AI_Agent | [inline] |
getEarshot(void) const | AI_Actor | [inline] |
getEnemyClan(void) const | AI_Actor | [inline] |
getEnemyType(void) const | AI_Actor | [inline] |
getFeelerLength(void) const | AI_Actor | [inline] |
getFeelerTip(void) const | AI_Actor | [inline] |
getFOV(void) const | AI_Actor | [inline] |
getLinearVelocity(void) const | AI_Actor | [inline] |
getLockedChased(void) | AI_Actor | [inline] |
getLockedEnemy(void) | AI_Actor | [inline] |
getNavmeshSession(void) | AI_Actor | [inline] |
getNearActors(const float f_distance) | AI_Actor | |
getNearAgents(const float f_distance) | AI_Actor | [inline] |
getNearEnemies(const float f_distance) | AI_Actor | |
getNearestSurfacePosition(AI_Vector3 &v_nearest_position) | AI_Actor | |
getNearObstacles(const float f_distance) | AI_Actor | |
getObstacleType(void) const | AI_Obstacle | [inline] |
getOptimalDistance(void) const | AI_Actor | [inline] |
getOrientation(void) const | AI_Agent | [inline] |
getPivot(void) const | AI_Actor | [inline] |
getPivotDistance(void) const | AI_Actor | [inline] |
getPosition(void) const | AI_Agent | [inline] |
GetPred() const | AI_Node | [inline] |
GetPtr() const | AI_Node | [inline] |
getRange(void) const | AI_Actor | [inline] |
GetRefCount() const | AI_Referenced | [inline] |
getReflex(void) const | AI_Actor | [inline] |
GetRefs() | AI_Referenced | [inline] |
getSight(void) const | AI_Actor | [inline] |
getSpatialElement(void) | AI_Agent | [inline] |
getStateMachine(void) | AI_Actor | [inline] |
getStateMachineSession(void) | AI_Actor | [inline] |
GetSucc() const | AI_Node | [inline] |
getTurnDirection(void) const | AI_Actor | [inline] |
getType(void) const | AI_Agent | [inline] |
getUserData(void) | AI_Agent | [inline] |
getWalkDirection(void) const | AI_Actor | [inline] |
getWalkWayPoint(void) const | AI_Actor | [inline] |
getWayLength(void) | AI_Actor | [inline] |
getWayPoint(int i) const | AI_Actor | [inline] |
getWaySize(void) const | AI_Actor | [inline] |
getWidth(void) const | AI_Obstacle | [inline] |
getWorld(void) | AI_Agent | [inline] |
goBackToPath(const double d_time) | AI_Actor | [protected] |
HIT enum value | AI_Actor | |
InsertAfter(AI_Node *pred) | AI_Node | [inline] |
InsertBefore(AI_Node *succ) | AI_Node | [inline] |
InvalidateAllRefs() | AI_Referenced | [protected] |
isAIEnable(void) const | AI_Actor | [inline] |
isCollision(AI_Obstacle *ptr_obstacle, const double d_time) const | AI_Actor | [inline] |
isDesiredAngle(const double d_time) | AI_Actor | [inline, protected] |
isEnable(void) const | AI_Agent | [inline] |
isEnemy(AI_Actor *ptr_actor) | AI_Actor | |
isFinishReached(const double d_time, AI_Obstacle *ptr_obstacle, const bool b_obstruct_dest) | AI_Actor | [protected] |
isInRange(const AI_Agent *ptr_agent, const float f_range) const | AI_Agent | [inline] |
IsLinked() const | AI_Node | [inline] |
isNoise(void) const | AI_Actor | [inline] |
isObstacleActive(void) const | AI_Obstacle | [inline] |
isOnSurface(void) | AI_Actor | |
isSleeping(void) const | AI_Actor | [inline] |
isTouch(AI_Obstacle *ptr_agent_other, const float f_tolerance) const | AI_Actor | [inline] |
isUntouchable(void) const | AI_Actor | [inline] |
isVisible(void) const | AI_Actor | [inline] |
m_b_active_obstacle | AI_Obstacle | |
m_b_ai_enable | AI_Actor | |
m_b_attack_finished | AI_Actor | |
m_b_enable | AI_Agent | [protected] |
m_b_fixed_feeler_length | AI_Actor | |
m_b_fixed_pivot_distance | AI_Actor | |
m_b_heading_pivot | AI_Actor | |
m_b_new_near_actors | AI_Actor | |
m_b_new_near_enemies | AI_Actor | |
m_b_new_near_items | AI_Actor | |
m_b_new_near_obstacles | AI_Actor | |
m_b_noise | AI_Actor | |
m_b_on_path | AI_Actor | |
m_b_replan_path | AI_Actor | |
m_b_sleep | AI_Actor | |
m_b_untouchable | AI_Actor | |
m_b_visible | AI_Actor | |
m_f_width | AI_Obstacle | |
m_obstacle_type | AI_Obstacle | |
m_ptr_spatial_element | AI_Agent | [protected] |
m_ptr_user_data | AI_Agent | [protected] |
m_ptr_world | AI_Agent | [protected] |
m_type | AI_Agent | [protected] |
m_v_aura | AI_Agent | [protected] |
m_v_orientation | AI_Agent | [protected] |
m_v_position | AI_Agent | [protected] |
makeDesiredAngleFromDirection(AI_Vector3 &v_direction) | AI_Actor | [inline, protected] |
makePositionPrediction(AI_Vector3 &v_position, const double d_time) const | AI_Actor | [inline, protected] |
makeTurnDirection(void) | AI_Actor | [inline, protected] |
move(void) | AI_Agent | |
NONE enum value | AI_Actor | |
NONPASSABLE enum value | AI_Obstacle | |
OBSTACLE enum value | AI_Agent | |
OBSTACLE_TYPE enum name | AI_Obstacle | |
ObstacleArray typedef | AI_Obstacle | |
ObstacleArrayIt typedef | AI_Obstacle | |
PASSABLE enum value | AI_Obstacle | |
refCount | AI_Referenced | [protected] |
refList | AI_Referenced | [protected] |
Release() | AI_Referenced | [virtual] |
RemObjectRef(AI_Ref< AI_Referenced > *) | AI_Referenced | [inline] |
Remove() | AI_Node | [inline] |
reset(void) | AI_Actor | [inline] |
sendFeedback(FEEDBACK dw_feedback) | AI_Actor | [inline] |
setAct(int i_act) | AI_Actor | [inline] |
setActiveObstacle(const bool b) | AI_Obstacle | [inline] |
setAIEnable(bool b_ai=true) | AI_Actor | [inline] |
setAngularVelocity(const float f_angular_velocity) | AI_Actor | [inline] |
setAttacker(AI_Actor *ptr_attacker) | AI_Actor | [inline] |
setAura(const AI_Vector3 &v_aura) | AI_Agent | [inline] |
setChaseDistance(const float f_dist) | AI_Actor | [inline] |
setClan(const int i_clan) | AI_Actor | [inline] |
setEarshot(const float f_earshot) | AI_Actor | [inline] |
setEnable(const bool b_enable) | AI_Actor | [virtual] |
setEnemyClan(const int i_clan) | AI_Actor | [inline] |
setEnemyType(const ENEMY_TYPE type) | AI_Actor | [inline] |
setFeelerLength(bool b_fixed, float f_length=-1) | AI_Actor | [inline] |
setFOV(const float f_fov) | AI_Actor | [inline] |
setLinearVelocity(const float f_linear_velocity) | AI_Actor | [inline] |
setLockedChased(AI_Actor *ptr_actor) | AI_Actor | [inline] |
setLockedEnemy(AI_Actor *ptr_actor) | AI_Actor | [inline] |
setNoise(const bool b) | AI_Actor | [inline] |
setObstacleType(const OBSTACLE_TYPE info) | AI_Obstacle | [inline] |
setOptimalDistance(const float f_dist) | AI_Actor | [inline] |
setOrientation(const AI_Vector3 &v_orientation) | AI_Agent | [inline] |
setPivotDistance(bool b_fixed, float f_distance=-1) | AI_Actor | [inline] |
setPosition(const AI_Vector3 &v_position) | AI_Agent | [inline] |
SetPtr(void *p) | AI_Node | [inline] |
setRange(const float f_range) | AI_Actor | [inline] |
setRefex(const double d_reflex) | AI_Actor | [inline] |
setSight(const float f_sight) | AI_Actor | [inline] |
setSpatialElement(AI_SDB_BBoxSpatialElement *ptr_element) | AI_Agent | [inline] |
setStateMachine(AI_StateMachine *ptr_state_machine) | AI_Actor | [inline] |
setUntouchable(const bool b) | AI_Actor | [inline] |
setUserData(void *ptr_user_data) | AI_Agent | [inline] |
setVisible(const bool b) | AI_Actor | [inline] |
setWidth(const float f_width) | AI_Actor | [virtual] |
setWorld(AI_World *ptr_world) | AI_Agent | [inline] |
sleep(const double d_time) | AI_Actor | [inline, protected] |
stop(void) | AI_Actor | [inline] |
trigger(double d_time) | AI_Actor | |
TURN enum value | AI_Actor | |
turnTo(const float f_angle) | AI_Actor | [inline] |
TYPE enum name | AI_Agent | |
updateAttack(const double d_time) | AI_Actor | [protected] |
updateDestination(const double d_time) | AI_Actor | [protected] |
updateFeeler(void) | AI_Actor | [protected] |
updateNearAgents(const float f_distance) | AI_Actor | |
updateOrientation(const double d_time) | AI_Actor | [protected] |
updatePivot(const double d_time) | AI_Actor | [protected] |
updateSteeringLengths(void) | AI_Actor | [inline, protected] |
updateWait(const double d_time) | AI_Actor | [protected] |
updateWalkDirection(const double d_time) | AI_Actor | [protected] |
updateWandering(const double d_time) | AI_Actor | [protected] |
WAIT enum value | AI_Actor | |
WALK enum value | AI_Actor | |
walkTo(const AI_Vector3 &v_dest) | AI_Actor | [inline] |
wander(void) | AI_Actor | |
WANDER enum value | AI_Actor | |
~AI_Actor(void) | AI_Actor | |
~AI_Agent() | AI_Agent | |
~AI_Node() | AI_Node | [inline] |
~AI_Obstacle() | AI_Obstacle | [inline] |
~AI_Referenced() | AI_Referenced | [protected, virtual] |