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

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

addAIGroupToCurrentSelection(AIGroup *group)Player
addKindOfProductionCostChange(KindOfMaskType kindOf, Real percent)Player
addNewSharedSpecialPowerTimer(const SpecialPowerTemplate *temp, UnsignedInt frame)Player
addPowerBonus(Object *obj)Playerinline
addRadar(Bool disableProof)Player
addSciencePurchasePoints(Int delta)Player
addSkillPoints(Int delta)Player
addSkillPointsForKill(const Object *killer, const Object *victim)Player
addTeamToList(TeamPrototype *team)Player
addToBuildList(Object *obj)Player
addToPriorityBuildList(AsciiString templateName, Coord3D *pos, Real angle)Player
addUpgrade(const UpgradeTemplate *upgradeTemplate, UpgradeStatusType status)Player
allowedToBuild(const ThingTemplate *tmplate) constPlayer
applyBattlePlanBonusesForObject(Object *obj) constPlayer
applyBattlePlanBonusesForPlayerObjects(const BattlePlanBonuses *bonus)Player
attemptToPurchaseScience(ScienceType science)Player
becomingLocalPlayer(Bool yes)Player
becomingTeamMember(Object *obj, Bool yes)Player
buildBaseDefense(Bool flank)Player
buildBaseDefenseStructure(const AsciiString &thingName, Bool flank)Player
buildBySupplies(Int minimumCash, const AsciiString &thingName)Player
buildSpecificBuilding(const AsciiString &thingName)Player
buildSpecificBuildingNearestTeam(const AsciiString &thingName, const Team *team)Player
buildSpecificTeam(TeamPrototype *teamProto)Player
buildUpgrade(const AsciiString &upgrade)Player
calcClosestConstructionZoneLocation(const ThingTemplate *constructTemplate, Coord3D *location)Player
canAffordBuild(const ThingTemplate *whatToBuild) constPlayer
canBuild(const ThingTemplate *tmplate) constPlayer
canBuildMoreOfType(const ThingTemplate *whatToBuild) constPlayer
changeBattlePlan(BattlePlanStatus plan, Int delta, BattlePlanBonuses *bonus)Player
checkBridges(Object *unit, Waypoint *way)Playervirtual
computeSuperweaponTarget(const SpecialPowerTemplate *power, Coord3D *pos, Int playerNdx, Real weaponRadius)Playervirtual
countBuildings(void)Player
countObjects(KindOfMaskType setMask, KindOfMaskType clearMask)Player
countObjectsByThingTemplate(Int numTmplates, const ThingTemplate *const *things, Bool ignoreDead, Int *counts, Bool ignoreUnderConstruction=TRUE) constPlayer
countReadyShortcutSpecialPowersOfType(SpecialPowerType spType)Player
crc(Xfer *xfer)Playerprotectedvirtual
deleteUpgradeList(void)Playerprotected
didPlayerPreorder(void) constPlayerinline
disableRadar()Player
doBountyForKill(const Object *killer, const Object *victim)Player
doesObjectQualifyForBattlePlan(Object *obj) constPlayer
enableRadar()Player
expressSpecialPowerReadyFrame(const SpecialPowerTemplate *temp, UnsignedInt frame)Player
findAnyExistingObjectWithThingTemplate(const ThingTemplate *thing)Player
findClosestByKindOf(Object *queryObject, KindOfMaskType setMask, KindOfMaskType clearMask)Player
findMostReadyShortcutSpecialPowerForThing(const ThingTemplate *thing, UnsignedInt &mostReadyPercentage)Player
findMostReadyShortcutSpecialPowerOfType(SpecialPowerType spType)Player
findMostReadyShortcutWeaponForThing(const ThingTemplate *thing, UnsignedInt &mostReadyPercentage)Player
findNaturalCommandCenter()Player
findUpgrade(const UpgradeTemplate *upgradeTemplate)Player
friend_applyDifficultyBonusesForObject(Object *obj, Bool apply) constPlayer
friend_setSkillset(Int skillSet)Player
garrisonAllUnits(CommandSourceType source)Player
getAcademyStats()Playerinline
getAcademyStats() constPlayerinline
getAiBaseCenter(Coord3D *pos)Playervirtual
getAttackedBy(Int playerNdx) constPlayer
getAttackedFrame(void)Playerinline
getBaseSide() constPlayerinline
getBattlePlansActiveSpecific(BattlePlanStatus plan) constPlayer
getBuildList(void)Playerinline
getCanBuildBase(void)Playerinline
getCanBuildUnits(void)Playerinline
getCashBounty() constPlayerinline
getCompletedUpgradeMask() constPlayerinline
getCurrentEnemy(void)Player
getCurrentSelectionAsAIGroup(AIGroup *group)Player
getDefaultTeam()Playerinline
getDefaultTeam() constPlayerinline
getEnergy()Playerinline
getEnergy() constPlayerinline
getGeneralName() constPlayerinline
getHandicap() constPlayerinline
getHandicap()Playerinline
getHotkeySquad(Int squadNumber)Player
getListInScoreScreen()Player
getMoney()Playerinline
getMoney() constPlayerinline
getMpStartIndex(void)Playerinline
getNumBattlePlansActive() constPlayerinline
getOrStartSpecialPowerReadyFrame(const SpecialPowerTemplate *temp)Player
getPlayerColor() constPlayerinline
getPlayerDifficulty(void) constPlayer
getPlayerDisplayName()Playerinline
getPlayerIndex() constPlayerinline
getPlayerMask() constPlayerinline
getPlayerNameKey() constPlayerinline
getPlayerNightColor() constPlayerinline
getPlayerTeams() constPlayerinline
getPlayerTemplate() constPlayerinline
getPlayerType() constPlayerinline
getProductionCostChangeBasedOnKindOf(KindOfMaskType kindOf) constPlayer
getProductionCostChangePercent(AsciiString buildTemplateName) constPlayer
getProductionTimeChangePercent(AsciiString buildTemplateName) constPlayer
getProductionVeterancyLevel(AsciiString buildTemplateName) constPlayer
getRankLevel() constPlayerinline
getRelationship(const Team *that) constPlayer
getResourceGatheringManager()Playerinline
getScienceAvailabilityTypeFromString(const AsciiString &name)Player
getSciencePurchasePoints() constPlayerinline
getScoreKeeper(void)Playerinline
getSide() constPlayerinline
getSkillPoints() constPlayerinline
getSkillPointsLevelDown() constPlayerinline
getSkillPointsLevelUp() constPlayerinline
getSkillPointsModifier(void) constPlayerinline
getSquadNumberForObject(const Object *objToFind) constPlayer
getSupplyBoxValue()Player
getTunnelSystem()Playerinline
getUnitsShouldHunt() constPlayerinline
grantScience(ScienceType science)Player
guardSupplyCenter(Team *team, Int minSupplies)Player
hasAnyBuildFacility(void) constPlayer
hasAnyBuildings(void) constPlayer
hasAnyBuildings(KindOfMaskType kindOf) constPlayer
hasAnyObjects(void) constPlayer
hasAnyShortcutSpecialPower()Player
hasAnyUnits(void) constPlayer
hasPrereqsForScience(ScienceType t) constPlayer
hasRadar() constPlayer
hasScience(ScienceType t) constPlayer
hasUpgradeComplete(const UpgradeTemplate *upgradeTemplate)Player
hasUpgradeComplete(UpgradeMaskType testMask)Player
hasUpgradeInProduction(const UpgradeTemplate *upgradeTemplate)Player
healAllObjects()Player
init(const PlayerTemplate *pt)Player
initFromDict(const Dict *d)Player
isCapableOfPurchasingScience(ScienceType science) constPlayer
isLocalPlayer() constPlayer
isLogicalRetaliationModeEnabled() constPlayerinline
isPlayableSide(void) constPlayer
isPlayerActive(void) constPlayer
isPlayerDead(void) constPlayer
isPlayerObserver(void) constPlayer
isScienceDisabled(ScienceType t) constPlayer
isScienceHidden(ScienceType t) constPlayer
isSkirmishAIPlayer(void)Player
isSupplySourceAttacked(void)Player
isSupplySourceSafe(Int minSupplies)Player
iterateObjects(ObjectIterateFunc func, void *userData) constPlayer
killPlayer(void)Player
loadPostProcess(void)Playerprotectedvirtual
newMap()Player
okToPlayRadarEdgeSound()Player
onPowerBrownOutChange(Bool brownOut)Player
onStructureConstructionComplete(Object *builder, Object *structure, Bool isRebuild)Player
onStructureCreated(Object *builder, Object *structure)Player
onStructureUndone(Object *structure)Player
onUnitCreated(Object *factory, Object *unit)Player
onUpgradeCompleted(const UpgradeTemplate *upgradeTemplate)Player
onUpgradeRemoved()Playerinline
Player(Int playerIndex)Player
PlayerTeamList typedefPlayer
preTeamDestroy(const Team *team)Player
processAddTeamGameMessage(Int hotkeyNum, GameMessage *msg)Player
processCreateTeamGameMessage(Int hotkeyNum, GameMessage *msg)Player
processSelectTeamGameMessage(Int hotkeyNum, GameMessage *msg)Player
recruitSpecificTeam(TeamPrototype *teamProto, Real recruitRadius)Player
removeBattlePlanBonusesForObject(Object *obj) constPlayer
removeKindOfProductionCostChange(KindOfMaskType kindOf, Real percent)Player
removeObjectFromHotkeySquad(Object *objToRemove)Player
removePlayerRelationship(const Player *that)Player
removePowerBonus(Object *obj)Playerinline
removeRadar(Bool disableProof)Player
removeTeamFromList(TeamPrototype *team)Player
removeTeamRelationship(const Team *that)Player
removeUpgrade(const UpgradeTemplate *upgradeTemplate)Player
repairStructure(ObjectID structureID)Playervirtual
resetOrStartSpecialPowerReadyFrame(const SpecialPowerTemplate *temp)Player
resetRank()Player
resetSciences()Player
sellEverythingUnderTheSun(void)Player
setAttackedBy(Int playerNdx)Player
setBuildList(BuildListInfo *pBuildList)Player
setCanBuildBase(Bool canProduce)Playerinline
setCanBuildUnits(Bool canProduce)Playerinline
setCashBounty(Real percentage)Playerinline
setCurrentlySelectedAIGroup(AIGroup *group)Player
setDefaultTeam(void)Player
setGeneralName(UnicodeString name)Playerinline
setListInScoreScreen(Bool listInScoreScreen)Player
setLogicalRetaliationModeEnabled(Bool set)Playerinline
setObjectsEnabled(AsciiString templateTypeToAffect, Bool enable)Player
setPlayerRelationship(const Player *that, Relationship r)Player
setPlayerType(PlayerType t, Bool skirmish)Player
setRankLevel(Int level)Player
setScienceAvailability(ScienceType science, ScienceAvailabilityType type)Player
setSkillPointsModifier(Real expMod)Playerinline
setTeamDelaySeconds(Int delay)Player
setTeamRelationship(const Team *that, Relationship r)Player
setUnitsShouldHunt(Bool unitsShouldHunt, CommandSourceType source)Player
setUnitsShouldIdleOrResume(Bool idle)Player
setUnitsVisionSpied(Bool setting, KindOfMaskType whichUnits, PlayerIndex byWhom)Player
Snapshot(void)Snapshot
transferAssetsFromThat(Player *that)Player
ungarrisonAllUnits(CommandSourceType source)Player
update()Player
updateTeamStates(void)Player
xfer(Xfer *xfer)Playerprotectedvirtual
~Player()Playervirtual
~Snapshot(void)Snapshot