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Stratagus
2.2.7
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_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
Action | COrder | |
AiUnitKilled(CUnit &unit) | COrder_Built | [virtual] |
Cancel(CUnit &unit) | COrder_Built | [virtual] |
ClearGoal() | COrder | |
Clone() const | COrder_Built | [inline, virtual] |
COrder(int action) | COrder | [inline, explicit] |
COrder::NewActionBuilt(CUnit &builder, CUnit &unit) | COrder_Built | [friend] |
COrder_Built() | COrder_Built | [inline] |
Execute(CUnit &unit) | COrder_Built | [virtual] |
FillSeenValues(CUnit &unit) const | COrder_Built | [virtual] |
Finished | COrder | |
GetFrame() const | COrder_Built | [inline] |
GetGoal() const | COrder | [inline] |
GetWorker() const | COrder_Built | [inline] |
GetWorkerPtr() | COrder_Built | [inline] |
HasGoal() const | COrder | [inline] |
IsValid() const | COrder_Built | [virtual] |
NewActionAttack(const CUnit &attacker, CUnit &target) | COrder | [static] |
NewActionAttack(const CUnit &attacker, const Vec2i &dest) | COrder | [static] |
NewActionAttackGround(const CUnit &attacker, const Vec2i &dest) | COrder | [static] |
NewActionBoard(CUnit &unit) | COrder | [static] |
NewActionBuild(const CUnit &builder, const Vec2i &pos, CUnitType &building) | COrder | [static] |
NewActionBuilt(CUnit &builder, CUnit &unit) | COrder | [static] |
NewActionDie() | COrder | [static] |
NewActionFollow(CUnit &dest) | COrder | [static] |
NewActionMove(const Vec2i &pos) | COrder | [static] |
NewActionPatrol(const Vec2i ¤tPos, const Vec2i &dest) | COrder | [static] |
NewActionRepair(CUnit &unit, CUnit &target) | COrder | [static] |
NewActionRepair(const Vec2i &pos) | COrder | [static] |
NewActionResearch(CUnit &unit, CUpgrade &upgrade) | COrder | [static] |
NewActionResource(CUnit &harvester, const Vec2i &pos) | COrder | [static] |
NewActionResource(CUnit &harvester, CUnit &mine) | COrder | [static] |
NewActionReturnGoods(CUnit &harvester, CUnit *depot) | COrder | [static] |
NewActionSpellCast(const SpellType &spell, const Vec2i &pos, CUnit *target) | COrder | [static] |
NewActionStandGround() | COrder | [static] |
NewActionStill() | COrder | [static] |
NewActionTrain(CUnit &trainer, CUnitType &type) | COrder | [static] |
NewActionTransformInto(CUnitType &type) | COrder | [static] |
NewActionUnload(const Vec2i &pos, CUnit *what) | COrder | [static] |
NewActionUpgradeTo(CUnit &unit, CUnitType &type) | COrder | [static] |
OnAiHitUnit(CUnit &unit, CUnit *attacker, int) | COrder | [virtual] |
OnAnimationAttack(CUnit &unit) | COrder | [virtual] |
ParseGenericData(lua_State *l, int &j, const char *value) | COrder | |
ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit) | COrder_Built | [virtual] |
Progress(CUnit &unit, int amount) | COrder_Built | |
ProgressHp(CUnit &unit, int amount) | COrder_Built | |
Save(CFile &file, const CUnit &unit) const | COrder_Built | [virtual] |
SetGoal(CUnit *const new_goal) | COrder | |
Show(const CViewport &vp, const PixelPos &lastScreenPos) const | COrder_Built | [virtual] |
UpdatePathFinderData(PathFinderInput &input) | COrder_Built | [inline, virtual] |
UpdatePathFinderData_NotCalled(PathFinderInput &input) | COrder | [protected] |
UpdateUnitVariables(CUnit &unit) const | COrder_Built | [virtual] |
~COrder() | COrder | [virtual] |