Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AssaultTransportAIUpdateModuleData Class Reference

#include <AssaultTransportAIUpdate.h>

Inherits AIUpdateModuleData.

Public Member Functions

 AssaultTransportAIUpdateModuleData ()
 
- Public Member Functions inherited from AIUpdateModuleData
 AIUpdateModuleData ()
 
virtual ~AIUpdateModuleData ()
 
virtual Bool isAiModuleData () const
 
const LocomotorTemplateVectorfindLocomotorTemplateVector (LocomotorSetType t) const
 
- Public Member Functions inherited from BehaviorModuleData
 BehaviorModuleData ()
 
- Public Member Functions inherited from ModuleData
 ModuleData ()
 
virtual ~ModuleData ()
 
void setModuleTagNameKey (NameKeyType key)
 
NameKeyType getModuleTagNameKey () const
 
virtual const W3DModelDrawModuleDatagetAsW3DModelDrawModuleData () const
 
virtual const W3DTreeDrawModuleDatagetAsW3DTreeDrawModuleData () const
 
virtual StaticGameLODLevel getMinimumRequiredGameLOD () const
 
virtual void crc (Xfer *xfer)
 run the "light" crc check on this data structure
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 

Static Public Member Functions

static void buildFieldParse (MultiIniFieldParse &p)
 
- Static Public Member Functions inherited from AIUpdateModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 
static void parseLocomotorSet (INI *ini, void *instance, void *store, const void *)
 
- Static Public Member Functions inherited from UpdateModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 
- Static Public Member Functions inherited from BehaviorModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 
- Static Public Member Functions inherited from ModuleData
static void buildFieldParse (MultiIniFieldParse &p)
 

Public Attributes

Real m_membersGetHealedAtLifeRatio
 
Real m_clearRangeRequiredToContinueAttackMove
 
- Public Attributes inherited from AIUpdateModuleData
LocomotorTemplateMap m_locomotorTemplates
 locomotors for object
 
const TurretAIDatam_turretData [MAX_TURRETS]
 
UnsignedInt m_moodAttackCheckRate
 how frequently we should recheck for enemies due to moods, when idle
 
Bool m_forbidPlayerCommands
 Should isAllowedToRespondToAiCommands() filter out commands from the player, thus making it ai-controllable only?
 
Bool m_turretsLinked
 Turrets are linked together and attack together.
 
UnsignedInt m_autoAcquireEnemiesWhenIdle
 

Detailed Description

Definition at line 49 of file AssaultTransportAIUpdate.h.

Constructor & Destructor Documentation

◆ AssaultTransportAIUpdateModuleData()

AssaultTransportAIUpdateModuleData::AssaultTransportAIUpdateModuleData ( )
inline

Definition at line 55 of file AssaultTransportAIUpdate.h.

Member Function Documentation

◆ buildFieldParse()

static void AssaultTransportAIUpdateModuleData::buildFieldParse ( MultiIniFieldParse & p)
inlinestatic

Definition at line 61 of file AssaultTransportAIUpdate.h.

Member Data Documentation

◆ m_clearRangeRequiredToContinueAttackMove

Real AssaultTransportAIUpdateModuleData::m_clearRangeRequiredToContinueAttackMove

Definition at line 53 of file AssaultTransportAIUpdate.h.

◆ m_membersGetHealedAtLifeRatio

Real AssaultTransportAIUpdateModuleData::m_membersGetHealedAtLifeRatio

Definition at line 52 of file AssaultTransportAIUpdate.h.


The documentation for this class was generated from the following file: