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

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

addBridgeToLogic(BridgeInfo *pInfo, Dict *props, AsciiString bridgeTemplateName)TerrainLogicvirtual
addLandmarkBridgeToLogic(Object *bridgeObj)TerrainLogicvirtual
addWaypoint(MapObject *pMapObj)TerrainLogicprotected
addWaypointLink(Int id1, Int id2)TerrainLogicprotected
alignOnTerrain(Real angle, const Coord3D &pos, Bool stickToGround, Matrix3D &mtx)TerrainLogicvirtual
anyBridgesDamageStatesChanged(void)TerrainLogicinline
changeWaterHeightOverTime(const WaterHandle *water, Real finalHeight, Real transitionTimeInSeconds, Real damageAmount)TerrainLogicvirtual
crc(Xfer *xfer)TerrainLogicprotectedvirtual
createCraterInTerrain(Object *obj)TerrainLogic
deleteBridge(Bridge *bridge)TerrainLogicvirtual
deleteBridges(void)TerrainLogicprotected
deleteWaypoints(void)TerrainLogicprotected
DRAW(void)SubsystemInterfaceinline
draw(void)SubsystemInterfaceinlinevirtual
enableWaterGrid(Bool enable)TerrainLogic
findAxisAlignedBoundingRect(const WaterHandle *waterHandle, Region3D *region)TerrainLogicprotected
findBridgeAt(const Coord3D *pLoc) constTerrainLogicvirtual
findBridgeLayerAt(const Coord3D *pLoc, PathfindLayerEnum layer, Bool clip=true) constTerrainLogicvirtual
findClosestEdgePoint(const Coord3D *closestTo) constTerrainLogicvirtual
findFarthestEdgePoint(const Coord3D *farthestFrom) constTerrainLogicvirtual
flattenTerrain(Object *obj)TerrainLogic
getActiveBoundary(void)TerrainLogicinline
getBridgeAttackPoints(const Object *bridge, TBridgeAttackInfo *info)TerrainLogic
getClosestWaypointOnPath(const Coord3D *pos, AsciiString label)TerrainLogicvirtual
getExtent(Region3D *extent) constTerrainLogicinlinevirtual
getExtentIncludingBorder(Region3D *extent) constTerrainLogicinlinevirtual
getFirstBridge(void) constTerrainLogicinlinevirtual
getFirstWaypoint(void)TerrainLogicinlinevirtual
getGroundHeight(Real x, Real y, Coord3D *normal=NULL) constTerrainLogicvirtual
getHighestLayerForDestination(const Coord3D *pos, Bool onlyHealthyBridges=false)TerrainLogic
getLayerForDestination(const Coord3D *pos)TerrainLogic
getLayerHeight(Real x, Real y, PathfindLayerEnum layer, Coord3D *normal=NULL, Bool clip=true) constTerrainLogicvirtual
getMaximumPathfindExtent(Region3D *extent) constTerrainLogicinlinevirtual
getName(void)SubsystemInterfaceinline
getSourceFilename(void)TerrainLogicinlinevirtual
getTriggerAreaByName(AsciiString name)TerrainLogicvirtual
getWaterHandle(Real x, Real y)TerrainLogicvirtual
getWaterHandleByName(AsciiString name)TerrainLogicvirtual
getWaterHeight(const WaterHandle *water)TerrainLogicvirtual
getWaypointByID(UnsignedInt id)TerrainLogicvirtual
getWaypointByName(AsciiString name)TerrainLogicvirtual
init(void)TerrainLogicvirtual
isBridgeBroken(const Object *bridge)TerrainLogic
isBridgeRepaired(const Object *bridge)TerrainLogic
isClearLineOfSight(const Coord3D &pos, const Coord3D &posOther) constTerrainLogicvirtual
isCliffCell(Real x, Real y) constTerrainLogicvirtual
isPurposeOfPath(Waypoint *pWay, AsciiString label)TerrainLogicvirtual
isUnderwater(Real x, Real y, Real *waterZ=NULL, Real *terrainZ=NULL)TerrainLogicvirtual
loadMap(AsciiString filename, Bool query)TerrainLogicvirtual
loadPostProcess(void)TerrainLogicprotectedvirtual
m_activeBoundaryTerrainLogicprotected
m_boundariesTerrainLogicprotected
m_bridgeDamageStatesChangedTerrainLogicprotected
m_bridgeListHeadTerrainLogicprotected
m_filenameStringTerrainLogicprotected
m_gridWaterHandleTerrainLogicprotectedstatic
m_mapDataTerrainLogicprotected
m_mapDXTerrainLogicprotected
m_mapDYTerrainLogicprotected
m_nameSubsystemInterfaceprotected
m_numWaterToUpdateTerrainLogicprotected
m_waterGridEnabledTerrainLogicprotected
m_waterToUpdateTerrainLogicprotected
m_waypointListHeadTerrainLogicprotected
MAX_DYNAMIC_WATER enum valueTerrainLogicprotected
newMap(Bool saveGame)TerrainLogicvirtual
objectInteractsWithBridgeEnd(Object *obj, Int layer) constTerrainLogicvirtual
objectInteractsWithBridgeLayer(Object *obj, Int layer, Bool considerBridgeHealth=true) constTerrainLogicvirtual
parseWaypointData(DataChunkInput &file, DataChunkInfo *info, void *userData)TerrainLogicprotected
parseWaypointDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData)TerrainLogicprotectedstatic
pickBridge(const Vector3 &from, const Vector3 &to, Vector3 *pos)TerrainLogicvirtual
postProcessLoad()SubsystemInterfaceinlinevirtual
reset(void)TerrainLogicvirtual
setActiveBoundary(Int newActiveBoundary)TerrainLogic
setName(AsciiString name)SubsystemInterfaceinline
setWaterHeight(const WaterHandle *water, Real height, Real damageAmount, Bool forcePathfindUpdate)TerrainLogicvirtual
Snapshot(void)Snapshot
SubsystemInterface()SubsystemInterface
TerrainLogic()TerrainLogic
UPDATE(void)SubsystemInterfaceinline
update(void)TerrainLogicvirtual
updateBridgeDamageStates(void)TerrainLogicvirtual
xfer(Xfer *xfer)TerrainLogicprotectedvirtual
~Snapshot(void)Snapshot
~SubsystemInterface()SubsystemInterfacevirtual
~TerrainLogic()TerrainLogicvirtual