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

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

addThreat()Objectprotected
addValue()Objectprotected
adjustModelConditionForWeaponStatus()Object
affectedByUpgrade(const UpgradeTemplate *upgradeT) constObject
areModulesReady() constObjectinline
asDrawableMeth()Thinginlineprotectedvirtual
asDrawableMeth() constThinginlineprotectedvirtual
asObjectMeth()Objectinlineprotectedvirtual
asObjectMeth() constObjectinlineprotectedvirtual
attemptDamage(DamageInfo *damageInfo)Object
attemptHealing(Real amount, const Object *source)Object
attemptHealingFromSoleBenefactor(Real amount, const Object *source, UnsignedInt duration)Object
calcNaturalRallyPoint(Coord2D *pt)Object
calculateCountermeasureToDivertTo(const Object &victim)Object
calculateHeightAboveTerrain(void) constObjectprotectedvirtual
canCrushOrSquish(Object *otherObj, CrushSquishTestType testType=TEST_CRUSH_OR_SQUISH) constObject
canProduceUpgrade(const UpgradeTemplate *upgrade)Object
checkAndDetonateBoobyTrap(const Object *victim)Object
checkDisabledStatus()Object
chooseBestWeaponForTarget(const Object *target, WeaponChoiceCriteria criteria, CommandSourceType cmdSource)Object
clearAndSetModelConditionFlags(const ModelConditionFlags &clr, const ModelConditionFlags &set)Object
clearAndSetModelConditionState(ModelConditionFlagType clr, ModelConditionFlagType set)Object
clearArmorSetFlag(ArmorSetType ast)Object
clearDisabled(DisabledType type)Object
clearLeechRangeModeForAllWeapons()Object
clearModelConditionFlags(const ModelConditionFlags &clr)Object
clearModelConditionState(ModelConditionFlagType a)Object
clearScriptStatus(ObjectScriptStatusBit bit)Objectinline
clearSpecialModelConditionStates()Object
clearStatus(ObjectStatusMaskType objectStatus)Objectinline
clearWeaponBonusCondition(WeaponBonusConditionType wst)Object
clearWeaponSetFlag(WeaponSetType wst)Object
convertBonePosToWorldPos(const Coord3D *bonePos, const Matrix3D *boneTransform, Coord3D *worldPos, Matrix3D *worldTransform) constThing
crc(Xfer *xfer)Objectprotectedvirtual
defect(Team *newTeam, UnsignedInt detectionTime)Object
deleteInstance()MemoryPoolObjectinline
didEnter(const PolygonTrigger *pTrigger) constObject
didEnterOrExit() constObjectprotected
didExit(const PolygonTrigger *pTrigger) constObject
doCommandButton(const CommandButton *commandButton, CommandSourceType cmdSource)Object
doCommandButtonAtObject(const CommandButton *commandButton, Object *obj, CommandSourceType cmdSource)Object
doCommandButtonAtPosition(const CommandButton *commandButton, const Coord3D *pos, CommandSourceType cmdSource)Object
doCommandButtonUsingWaypoints(const CommandButton *commandButton, const Waypoint *way, CommandSourceType cmdSource)Object
doSpecialPower(const SpecialPowerTemplate *specialPowerTemplate, UnsignedInt commandOptions, Bool forced=false)Object
doSpecialPowerAtLocation(const SpecialPowerTemplate *specialPowerTemplate, const Coord3D *loc, Real angle, UnsignedInt commandOptions, Bool forced=false)Object
doSpecialPowerAtObject(const SpecialPowerTemplate *specialPowerTemplate, Object *obj, UnsignedInt commandOptions, Bool forced=false)Object
doSpecialPowerUsingWaypoints(const SpecialPowerTemplate *specialPowerTemplate, const Waypoint *way, UnsignedInt commandOptions, Bool forced=false)Object
doStatusDamage(ObjectStatusTypes status, Real duration)Object
doTempWeaponBonus(WeaponBonusConditionType status, UnsignedInt duration)Object
enterGroup(AIGroup *group)Object
estimateDamage(DamageInfoInput &damageInfo) constObject
findAnyShortcutSpecialPowerModuleInterface() constObject
findDamageModule(NameKeyType key) constObjectinline
findModule(NameKeyType key) constObjectprotected
findSpecialAbilityUpdate(SpecialPowerType type) constObject
findSpecialPowerCompletionDie() constObject
findSpecialPowerModuleInterface(SpecialPowerType type) constObject
findSpecialPowerWithOverridableDestination(SpecialPowerType type=SPECIAL_INVALID) constObject
findSpecialPowerWithOverridableDestinationActive(SpecialPowerType type=SPECIAL_INVALID) constObject
findUpdateModule(NameKeyType key) constObjectinline
findWaypointFollowingCapableWeapon()Object
fireCurrentWeapon(Object *target)Object
fireCurrentWeapon(const Coord3D *pos)Object
forceRefreshSubObjectUpgradeStatus()Object
friend_adjustPowerForPlayer(Bool incoming)Object
friend_bindToDrawable(Drawable *draw)Object
friend_deleteInstance()Objectinline
friend_getConstPartitionData() constObjectinline
friend_getPartitionData() constObjectinline
friend_getRadarData()Objectinline
friend_notifyOfNewMapBoundary(void)Object
friend_prepareForMapBoundaryAdjust(void)Object
friend_setContainedBy(Object *containedBy)Objectinline
friend_setPartitionData(PartitionData *pd)Objectinline
friend_setRadarData(RadarObject *rd)Objectinline
friend_setUndetectedDefector(Bool status)Object
getAbleToAttackSpecificObject(AbleToAttackType t, const Object *target, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) constObject
getAbleToUseWeaponAgainstTarget(AbleToAttackType attackType, const Object *victim, const Coord3D *pos, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) constObject
getAI()Objectinline
getAI() constObjectinline
getAIUpdateInterface()Objectinline
getAIUpdateInterface() constObjectinline
getAmmoPipShowingInfo(Int &numTotal, Int &numFull) constObject
getBehaviorModules() constObjectinline
getBodyModule() constObjectinline
getBuilderID() constObjectinline
getCarrierDeckHeight() constObject
getCommandSetString() constObject
getConstructionPercent() constObjectinline
getContain() constObjectinline
getContainedBy()Objectinline
getContainedBy() constObjectinline
getContainedByFrame() constObjectinline
getControllingPlayer() constObject
getCountermeasuresBehaviorInterface()Object
getCountermeasuresBehaviorInterface() constObject
getCrushableLevel() constObject
getCrusherLevel() constObject
getCurrentWeapon(WeaponSlotType *wslot=NULL)Object
getCurrentWeapon(WeaponSlotType *wslot=NULL) constObject
getDestinationLayer() constObjectinline
getDisabledFlags() constObjectinline
getDisabledUntil(DisabledType type=DISABLED_ANY) constObject
getDockUpdateInterface(void)Object
getDrawable() constObjectinline
getExperienceTracker()Objectinline
getExperienceTracker() constObjectinline
getFormationID(void) constObjectinline
getFormationOffset(Coord2D *offset) constObjectinline
getGeometryInfo() constObjectinline
getGroup(void)Object
getHealthBoxDimensions(Real &healthBoxHeight, Real &healthBoxWidth) constObject
getHealthBoxPosition(Coord3D &pos) constObject
getHeightAboveTerrain() constThing
getHeightAboveTerrainOrWater() constThing
getID() constObjectinline
getIndicatorColor() constObject
getIsUndetectedDefector(void) constObjectinline
getLargestWeaponRange() constObject
getLastShotFiredFrame() constObject
getLastVictimID() constObject
getLayer() constObjectinline
getMostPercentReadyToFireAnyWeapon() constObject
getMultiLogicalBonePosition(const char *boneNamePrefix, Int maxBones, Coord3D *positions, Matrix3D *transforms, Bool convertToWorld=TRUE) constObject
getName() constObjectinline
getNextObject()Objectinline
getNextObject() constObjectinline
getNightIndicatorColor() constObject
getNumConsecutiveShotsFiredAtTarget(const Object *victim) constObject
getObjectCompletedUpgradeMask() constObjectinline
getObjectExitInterface() constObject
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getOrientation() constThinginline
getPhysics()Objectinline
getPhysics() constObjectinline
getPosition() constThinginline
getProducerID() constObjectinline
getProductionUpdateInterface(void)Object
getProjectileUpdateInterface() constObject
getRadarPriority() constObject
getReceivingDifficultyBonus() constObjectinline
getRelationship(const Object *that) constObject
getSafeOcclusionFrame(void)Objectinline
getShroudClearingRange() constObject
getShroudedStatus(Int playerIndex) constObject
getShroudRange() constObject
getSingleLogicalBonePosition(const char *boneName, Coord3D *position, Matrix3D *transform) constObject
getSingleLogicalBonePositionOnTurret(WhichTurretType whichTurret, const char *boneName, Coord3D *position, Matrix3D *transform) constObject
getSoleHealingBenefactor(void) constObject
getSpawnBehaviorInterface() constObject
getSpecialPowerModule(const SpecialPowerTemplate *specialPowerTemplate) constObject
getStatusBits() constObjectinline
getStealth() constObjectinline
getTeam()Objectinline
getTeam() constObjectinline
getTemplate() constThing
getTransformMatrix() constThinginline
getTransportSlotCount() constObject
getUnitDirectionVector2D() constThing
getUnitDirectionVector2D(Coord3D &dir) constThing
getUnitDirectionVector3D(Coord3D &dir) constThing
getVeterancyLevel() constObject
getVisionRange() constObject
getWeaponBonusCondition() constObjectinline
getWeaponInWeaponSlot(WeaponSlotType wslot) constObjectinline
getWeaponInWeaponSlotCommandSourceMask(WeaponSlotType wSlot) constObjectinline
getWeaponSetFlags() constObjectinline
giveUpgrade(const UpgradeTemplate *upgradeT)Object
goInvulnerable(UnsignedInt time)Object
handlePartitionCellMaintenance()Object
handleShroud()Objectprotected
handleThreatMap()Objectprotected
handleValueMap()Objectprotected
hasAnyDamageWeapon() constObject
hasAnySpecialPower() constObject
hasAnyWeapon() constObject
hasCountermeasures() constObject
hasCustomIndicatorColor() constObjectinline
hasExitInterface() constObjectinline
hasSingleUseCommandBeenUsed() constObjectinline
hasSpecialPower(SpecialPowerType type) constObject
hasUpgrade(const UpgradeTemplate *upgradeT) constObject
hasWeaponToDealDamageType(DamageType typeToDeal) constObject
healCompletely()Object
initObject()Object
isAbleToAttack() constObject
isAboveTerrain() constThinginline
isAboveTerrainOrWater() constThinginline
isAirborneTarget() constObjectinline
isAnyKindOf(const KindOfMaskType &anyKindOf) constThing
isCaptured() constObjectinline
isContained() constObjectinline
isCurWeaponLocked() constObjectinline
isDestroyed() constObjectinline
isDisabled() constObjectinline
isDisabledByType(DisabledType type) constObjectinline
isEffectivelyDead() constObjectinline
isFactionStructure(void) constObject
isHero(void) constObject
isInList(Object **pListHead) constObject
isInside(const PolygonTrigger *pTrigger) constObject
isKindOf(KindOfType t) constThing
isKindOfMulti(const KindOfMaskType &mustBeSet, const KindOfMaskType &mustBeClear) constThing
isLocallyControlled() constObject
isMassSelectable() constObject
isMobile() constObject
isNeutralControlled() constObject
isNonFactionStructure(void) constObject
isOffMap() constObjectinline
isOutOfAmmo() constObject
isReloadTimeShared() constObjectinline
isSalvageCrate() constObject
isSelectable() constObject
isSignificantlyAboveTerrain() constThing
isStructure(void) constObject
isUsingAirborneLocomotor(void) constObject
kill(DamageType damageType=DAMAGE_UNRESISTABLE, DeathType deathType=DEATH_NORMAL)Object
leaveGroup(void)Object
loadPostProcess()Objectprotectedvirtual
look()Objectprotected
markSingleUseCommandUsed()Objectinline
maskObject(Bool mask)Object
notifyFiringTrackerShotFired(const Weapon *weaponFired, ObjectID victimID)Object
notifySubdualDamage(Real amount)Object
Object(const ThingTemplate *thing, const ObjectStatusMaskType &objectStatusMask, Team *team)Object
onCapture(Player *oldOwner, Player *newOwner)Object
onCollide(Object *other, const Coord3D *loc, const Coord3D *normal)Object
onContainedBy(Object *containedBy)Object
onDestroy()Object
onDie(DamageInfo *damageInfo)Object
onDisabledEdge(Bool becomingDisabled)Objectprotected
onPartitionCellChange()Object
onRemovedFrom(Object *removedFrom)Object
onVeterancyLevelChanged(VeterancyLevel oldLevel, VeterancyLevel newLevel, Bool provideFeedback=TRUE)Object
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
pauseAllSpecialPowers(const Bool disabling) constObject
preFireCurrentWeapon(const Object *victim)Object
prependToList(Object **pListHead)Object
reactToTransformChange(const Matrix3D *oldMtx, const Coord3D *oldPos, Real oldAngle)Objectprotectedvirtual
reactToTurretChange(WhichTurretType turret, Real oldRotation, Real oldPitch)Objectvirtual
releaseWeaponLock(WeaponLockType lockType)Objectinline
reloadAllAmmo(Bool now)Object
removeCustomIndicatorColor()Object
removeFromList(Object **pListHead)Object
removeThreat()Objectprotected
removeUpgrade(const UpgradeTemplate *upgradeT)Object
removeValue()Objectprotected
reportMissileForCountermeasures(Object *missile)Object
restoreOriginalTeam()Object
scoreTheKill(const Object *victim)Object
setArmorSetFlag(ArmorSetType ast)Object
setBuilder(const Object *obj)Object
setCaptured(Bool isCaptured)Object
setCommandSetStringOverride(AsciiString newCommandSetString)Objectinline
setConstructionPercent(Real percent)Objectinline
setCustomIndicatorColor(Color c)Object
setDestinationLayer(PathfindLayerEnum layer)Object
setDisabled(DisabledType type)Object
setDisabledUntil(DisabledType type, UnsignedInt frame)Object
setEffectivelyDead(Bool dead)Object
setFiringConditionForCurrentWeapon() constObject
setFormationID(enum FormationID id)Objectinline
setFormationOffset(const Coord2D &offset)Objectinline
setGeometryInfo(const GeometryInfo &geom)Object
setGeometryInfoZ(Real newZ)Object
setHealthBoxOffset(const Coord3D &offset)Objectinline
setID(ObjectID id)Objectprotected
setLayer(PathfindLayerEnum layer)Object
setModelConditionFlags(const ModelConditionFlags &set)Object
setModelConditionState(ModelConditionFlagType a)Object
setName(const AsciiString &newName)Objectinline
setOrientation(Real angle)Thing
setOrRestoreTeam(Team *team, Bool restoring)Objectprotected
setPosition(const Coord3D *pos)Thing
setPositionZ(Real z)Thing
setProducer(const Object *obj)Object
setReceivingDifficultyBonus(Bool receive)Object
setSafeOcclusionFrame(UnsignedInt frame)Objectinline
setScriptStatus(ObjectScriptStatusBit bit, Bool set=true)Object
setSelectable(Bool selectable)Object
setShroudClearingRange(Real newShroudClearingRange)Object
setShroudRange(Real newShroudRange)Object
setSpecialModelConditionState(ModelConditionFlagType set, UnsignedInt frames=0)Object
setStatus(ObjectStatusMaskType objectStatus, Bool set=true)Object
setTeam(Team *team)Object
setTemporaryTeam(Team *team)Object
setTransformMatrix(const Matrix3D *mx)Thing
setTriggerAreaFlagsForChangeInPosition(void)Objectprotected
setVisionRange(Real newVisionRange)Object
setVisionSpied(Bool setting, Int byWhom)Object
setWeaponBonusCondition(WeaponBonusConditionType wst)Object
setWeaponLock(WeaponSlotType weaponSlot, WeaponLockType lockType)Objectinline
setWeaponSetFlag(WeaponSetType wst)Object
shroud()Objectprotected
Snapshot(void)Snapshot
testArmorSetFlag(ArmorSetType ast) constObject
testScriptStatusBit(ObjectScriptStatusBit b) constObjectinline
testStatus(ObjectStatusTypes bit) constObjectinline
testWeaponBonusCondition(WeaponBonusConditionType wst) constObjectinline
testWeaponSetFlag(WeaponSetType wst) constObjectinline
Thing(const ThingTemplate *thingTemplate)Thing
topple(const Coord3D *toppleDirection, Real toppleSpeed, UnsignedInt options)Object
transformPoint(const Coord3D *in, Coord3D *out)Thing
unlook()Objectprotected
unshroud()Objectprotected
updateObjValuesFromMapProperties(Dict *properties)Object
updateTriggerAreaFlags(void)Objectprotected
updateUpgradeModules()Object
xfer(Xfer *xfer)Objectprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot