Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AIGroup Member List

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

add(Object *obj)AIGroup
AI classAIGroupfriend
computeIndividualDestination(Coord3D *dest, const Coord3D *groupDest, Object *obj, const Coord3D *center, Bool isFormation)AIGroup
containsAnyObjectsNotOwnedByPlayer(const Player *ownerPlayer)AIGroup
crc(Xfer *xfer)AIGroupvirtual
deleteInstance()MemoryPoolObjectinline
friend_computeGroundPath(const Coord3D *pos, CommandSourceType cmdSource)AIGroupprotected
friend_moveFormationToPos(const Coord3D *pos, CommandSourceType cmdSource)AIGroupprotected
friend_moveInfantryToPos(const Coord3D *pos, CommandSourceType cmdSource)AIGroupprotected
friend_moveVehicleToPos(const Coord3D *pos, CommandSourceType cmdSource)AIGroupprotected
getAllIDs(void) constAIGroup
getAttitude(void) constAIGroup
getCenter(Coord3D *center)AIGroup
getCommandButtonSourceObject(GUICommandType type)AIGroup
getCount(void)AIGroup
getID(void)AIGroup
getMinMaxAndCenter(Coord2D *min, Coord2D *max, Coord3D *center)AIGroup
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getSpecialPowerSourceObject(UnsignedInt specialPowerID)AIGroup
getSpeed(void)AIGroup
groupAttackArea(const PolygonTrigger *areaToGuard, CommandSourceType cmdSource)AIGroup
groupAttackMoveToPosition(const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)AIGroup
groupAttackObject(Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)AIGroupinline
groupAttackPosition(const Coord3D *pos, Int maxShotsToFire, CommandSourceType cmdSource)AIGroup
groupAttackTeam(const Team *team, Int maxShotsToFire, CommandSourceType cmdSource)AIGroup
groupCheer(CommandSourceType cmdSource)AIGroup
groupCombatDrop(Object *target, const Coord3D &pos, CommandSourceType cmdSource)AIGroup
groupCreateFormation(CommandSourceType cmdSource)AIGroup
groupDock(Object *obj, CommandSourceType cmdSource)AIGroup
groupDoCommandButton(const CommandButton *commandButton, CommandSourceType cmdSource)AIGroup
groupDoCommandButtonAtObject(const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource)AIGroup
groupDoCommandButtonAtPosition(const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource)AIGroup
groupDoCommandButtonUsingWaypoints(const CommandButton *commandButton, const Waypoint *way, CommandSourceType cmdSource)AIGroup
groupDoSpecialPower(UnsignedInt specialPowerID, UnsignedInt commandOptions)AIGroup
groupDoSpecialPowerAtLocation(UnsignedInt specialPowerID, const Coord3D *location, Real angle, const Object *object, UnsignedInt commandOptions)AIGroup
groupDoSpecialPowerAtObject(UnsignedInt specialPowerID, Object *object, UnsignedInt commandOptions)AIGroup
groupEnter(Object *obj, CommandSourceType cmdSource)AIGroup
groupEvacuate(CommandSourceType cmdSource)AIGroup
groupExecuteRailedTransport(CommandSourceType cmdSource)AIGroup
groupExit(Object *objectToExit, CommandSourceType cmdSource)AIGroup
groupFollowPath(const std::vector< Coord3D > *path, Object *ignoreObject, CommandSourceType cmdSource)AIGroup
groupFollowWaypointPath(const Waypoint *way, CommandSourceType cmdSource)AIGroup
groupFollowWaypointPathAsTeam(const Waypoint *way, CommandSourceType cmdSource)AIGroup
groupFollowWaypointPathAsTeamExact(const Waypoint *way, CommandSourceType cmdSource)AIGroup
groupFollowWaypointPathExact(const Waypoint *way, CommandSourceType cmdSource)AIGroup
groupForceAttackObject(Object *victim, Int maxShotsToFire, CommandSourceType cmdSource)AIGroupinline
groupGetHealed(Object *healDepot, CommandSourceType cmdSource)AIGroup
groupGetRepaired(Object *repairDepot, CommandSourceType cmdSource)AIGroup
groupGoProne(const DamageInfo *damageInfo, CommandSourceType cmdSource)AIGroup
groupGuardArea(const PolygonTrigger *areaToGuard, GuardMode guardMode, CommandSourceType cmdSource)AIGroup
groupGuardObject(Object *objToGuard, GuardMode guardMode, CommandSourceType cmdSource)AIGroup
groupGuardPosition(const Coord3D *pos, GuardMode guardMode, CommandSourceType cmdSource)AIGroup
groupHackInternet(CommandSourceType cmdSource)AIGroup
groupHunt(CommandSourceType cmdSource)AIGroup
groupIdle(CommandSourceType cmdSource)AIGroup
groupMoveToAndEvacuate(const Coord3D *pos, CommandSourceType cmdSource)AIGroup
groupMoveToAndEvacuateAndExit(const Coord3D *pos, CommandSourceType cmdSource)AIGroup
groupMoveToPosition(const Coord3D *pos, Bool addWaypoint, CommandSourceType cmdSource)AIGroup
groupOverrideSpecialPowerDestination(SpecialPowerType spType, const Coord3D *loc, CommandSourceType cmdSource)AIGroup
groupRepair(Object *obj, CommandSourceType cmdSource)AIGroup
groupResumeConstruction(Object *obj, CommandSourceType cmdSource)AIGroup
groupScatter(CommandSourceType cmdSource)AIGroup
groupSell(CommandSourceType cmdSource)AIGroup
groupSetEmoticon(const AsciiString &name, Int duration)AIGroup
groupTightenToPosition(const Coord3D *pos, Bool addWaypoint, CommandSourceType cmdSource)AIGroup
groupToggleOvercharge(CommandSourceType cmdSource)AIGroup
internalRemove(ListObjectPtrIt iterToRemove)AIGroupprotected
isBusy() constAIGroup
isEmpty(void)AIGroup
isGroupAiDead() constAIGroup
isIdle() constAIGroup
isMember(Object *obj)AIGroup
loadPostProcess(void)AIGroupvirtual
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGroup, "AIGroupPool")AIGroupprotected
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
queueUpgrade(const UpgradeTemplate *upgrade)AIGroup
recomputeGroupSpeed()AIGroupinline
releaseWeaponLockForGroup(WeaponLockType lockType)AIGroup
remove(Object *obj)AIGroup
removeAnyObjectsNotOwnedByPlayer(const Player *ownerPlayer)AIGroup
setAttitude(AttitudeType tude)AIGroup
setMineClearingDetail(Bool set)AIGroup
setWeaponLockForGroup(WeaponSlotType weaponSlot, WeaponLockType lockType)AIGroup
setWeaponSetFlag(WeaponSetType wst)AIGroup
Snapshot(void)Snapshot
xfer(Xfer *xfer)AIGroupvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot