, 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] |