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

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

AIGuardMachine(Object *owner)AIGuardMachine
clear()StateMachinevirtual
crc(Xfer *xfer)AIGuardMachineprotectedvirtual
defineState(StateID id, State *state, StateID successID, StateID failureID, const StateConditionInfo *conditions=NULL)StateMachineprotected
deleteInstance()MemoryPoolObjectinline
findTargetToGuardByID(void)AIGuardMachineinline
getAreaToGuard(void) constAIGuardMachineinline
getCurrentStateID() constStateMachineinline
getCurrentStateName() constStateMachineinline
getGoalObject()StateMachine
getGoalObject() constStateMachine
getGoalPosition() constStateMachineinline
getGuardMode() constAIGuardMachineinline
getNemesisID() constAIGuardMachineinline
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getOwner()StateMachineinline
getOwner() constStateMachineinline
getPositionToGuard(void) constAIGuardMachineinline
getStdGuardRange(const Object *obj)AIGuardMachinestatic
getWantsDebugOutput() constStateMachineinline
halt(void)StateMachinevirtual
initDefaultState()StateMachinevirtual
internalGetState(StateID id)StateMachineprotected
internalSetState(StateID newStateID)StateMachine
isGoalObjectDestroyed() constStateMachine
isInAttackState() constStateMachineinline
isInBusyState() constStateMachineinline
isInForceAttackState() constStateMachineinline
isInGuardIdleState() constStateMachineinline
isInIdleState() constStateMachineinline
isLocked() constStateMachineinline
loadPostProcess()AIGuardMachineprotectedvirtual
lock(const char *msg)StateMachineinline
lookForInnerTarget(void)AIGuardMachine
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
resetToDefaultState()StateMachinevirtual
setAreaToGuard(const PolygonTrigger *area)AIGuardMachineinline
setGoalObject(const Object *obj)StateMachine
setGoalPosition(const Coord3D *pos)StateMachine
setGuardMode(GuardMode guardMode)AIGuardMachineinline
setNemesisID(ObjectID id)AIGuardMachineinline
setState(StateID newStateID)StateMachinevirtual
setTargetPositionToGuard(const Coord3D *pos)AIGuardMachineinline
setTargetToGuard(const Object *object)AIGuardMachineinline
Snapshot(void)Snapshot
StateMachine(Object *owner, AsciiString name)StateMachine
unlock()StateMachineinline
updateStateMachine()StateMachinevirtual
xfer(Xfer *xfer)AIGuardMachineprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot