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

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

addToGoalPath(const Coord3D *pathPoint)AIStateMachine
AIStateMachine(Object *owner, AsciiString name)AIStateMachine
clear()AIStateMachinevirtual
crc(Xfer *xfer)AIStateMachineprotectedvirtual
defineState(StateID id, State *state, StateID successID, StateID failureID, const StateConditionInfo *conditions=NULL)StateMachineprotected
deleteInstance()MemoryPoolObjectinline
getCurrentStateID() constStateMachineinline
getCurrentStateName() constStateMachineinline
getGoalObject()StateMachine
getGoalObject() constStateMachine
getGoalPathPosition(Int i) constAIStateMachine
getGoalPathSize() constAIStateMachineinline
getGoalPosition() constStateMachineinline
getGoalSquad(void)AIStateMachine
getGoalWaypoint()AIStateMachine
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getOwner()StateMachineinline
getOwner() constStateMachineinline
getTemporaryState(void) constAIStateMachineinline
getWantsDebugOutput() constStateMachineinline
halt(void)StateMachinevirtual
HeliAIStateMachine(Object *owner, AsciiString name)HeliAIStateMachine
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()AIStateMachineprotectedvirtual
lock(const char *msg)StateMachineinline
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
resetToDefaultState()AIStateMachinevirtual
setGoalAIGroup(const AIGroup *group)AIStateMachine
setGoalObject(const Object *obj)StateMachine
setGoalPath(const std::vector< Coord3D > *path)AIStateMachine
setGoalPosition(const Coord3D *pos)StateMachine
setGoalSquad(const Squad *squad)AIStateMachine
setGoalTeam(const Team *team)AIStateMachine
setGoalWaypoint(const Waypoint *way)AIStateMachine
setState(StateID newStateID)AIStateMachinevirtual
setTemporaryState(StateID newStateID, Int frameLimitCoount)AIStateMachine
Snapshot(void)Snapshot
StateMachine(Object *owner, AsciiString name)StateMachine
unlock()StateMachineinline
updateStateMachine()AIStateMachinevirtual
xfer(Xfer *xfer)AIStateMachineprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot