AI_Actor Member List

This is the complete list of members for AI_Actor, including all inherited members.

ACT enum nameAI_Actor
ACTOR enum valueAI_Agent
ActorArray typedefAI_Actor
ActorArrayIt typedefAI_Actor
AddObjectRef(AI_Ref< AI_Referenced > *)AI_Referenced [inline]
AddRef()AI_Referenced [inline]
AGENT enum valueAI_Agent
AgentArray typedefAI_Agent
AgentArrayIt typedefAI_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 valueAI_Actor
attack(AI_Actor *ptr_actor)AI_Actor
ATTACK_FINISHED enum valueAI_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 valueAI_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 valueAI_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 nameAI_Actor
ET_CLAN enum valueAI_Actor
ET_HERO enum valueAI_Actor
ET_OTHER_CLANS enum valueAI_Actor
FEEDBACK enum nameAI_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 valueAI_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_obstacleAI_Obstacle
m_b_ai_enableAI_Actor
m_b_attack_finishedAI_Actor
m_b_enableAI_Agent [protected]
m_b_fixed_feeler_lengthAI_Actor
m_b_fixed_pivot_distanceAI_Actor
m_b_heading_pivotAI_Actor
m_b_new_near_actorsAI_Actor
m_b_new_near_enemiesAI_Actor
m_b_new_near_itemsAI_Actor
m_b_new_near_obstaclesAI_Actor
m_b_noiseAI_Actor
m_b_on_pathAI_Actor
m_b_replan_pathAI_Actor
m_b_sleepAI_Actor
m_b_untouchableAI_Actor
m_b_visibleAI_Actor
m_f_widthAI_Obstacle
m_obstacle_typeAI_Obstacle
m_ptr_spatial_elementAI_Agent [protected]
m_ptr_user_dataAI_Agent [protected]
m_ptr_worldAI_Agent [protected]
m_typeAI_Agent [protected]
m_v_auraAI_Agent [protected]
m_v_orientationAI_Agent [protected]
m_v_positionAI_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 valueAI_Actor
NONPASSABLE enum valueAI_Obstacle
OBSTACLE enum valueAI_Agent
OBSTACLE_TYPE enum nameAI_Obstacle
ObstacleArray typedefAI_Obstacle
ObstacleArrayIt typedefAI_Obstacle
PASSABLE enum valueAI_Obstacle
refCountAI_Referenced [protected]
refListAI_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 valueAI_Actor
turnTo(const float f_angle)AI_Actor [inline]
TYPE enum nameAI_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 valueAI_Actor
WALK enum valueAI_Actor
walkTo(const AI_Vector3 &v_dest)AI_Actor [inline]
wander(void)AI_Actor
WANDER enum valueAI_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]