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

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

AIM_AT_TARGET enum valueAttackStateMachine
APPROACH_TARGET enum valueAttackStateMachine
AttackStateMachine(Object *owner, AIAttackState *att, AsciiString name, Bool follow, Bool attackingObject, Bool forceAttacking)AttackStateMachine
CHASE_TARGET enum valueAttackStateMachine
clear()StateMachinevirtual
crc(Xfer *xfer)AttackStateMachineprotectedvirtual
defineState(StateID id, State *state, StateID successID, StateID failureID, const StateConditionInfo *conditions=NULL)StateMachineprotected
deleteInstance()MemoryPoolObjectinline
FIRE_WEAPON enum valueAttackStateMachine
getCurrentStateID() constStateMachineinline
getCurrentStateName() constStateMachineinline
getGoalObject()StateMachine
getGoalObject() constStateMachine
getGoalPosition() constStateMachineinline
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getOwner()StateMachineinline
getOwner() constStateMachineinline
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()AttackStateMachineprotectedvirtual
lock(const char *msg)StateMachineinline
NUM_ATTACK_STATES enum valueAttackStateMachine
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
resetToDefaultState()StateMachinevirtual
setGoalObject(const Object *obj)StateMachine
setGoalPosition(const Coord3D *pos)StateMachine
setState(StateID newStateID)StateMachinevirtual
Snapshot(void)Snapshot
StateMachine(Object *owner, AsciiString name)StateMachine
StateType enum nameAttackStateMachine
unlock()StateMachineinline
updateStateMachine()StateMachinevirtual
xfer(Xfer *xfer)AttackStateMachineprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot