Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
Loading...
Searching...
No Matches
TurretAI Member List

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

crc(Xfer *xfer)TurretAIprotectedvirtual
deleteInstance()MemoryPoolObjectinline
friend_checkForIdleMoodTarget()TurretAI
friend_getNextIdleMoodTargetFrame() constTurretAI
friend_getPositiveSweep() constTurretAIinline
friend_getTargetWasSetByIdleMood() constTurretAIinline
friend_getTurretTarget(Object *&obj, Coord3D &pos, Bool clearDeadTargets=TRUE) constTurretAI
friend_getVictimInitialTeam() constTurretAIinline
friend_getWhichTurret() constTurretAIinline
friend_isAnyWeaponInRangeOf(const Object *o) constTurretAI
friend_isSweepEnabled() constTurretAI
friend_notifyStateMachineChanged()TurretAI
friend_setPositiveSweep(Bool b)TurretAIinline
friend_turnTowardsAngle(Real desiredAngle, Real rateModifier, Real relThresh)TurretAI
friend_turnTowardsPitch(Real pitch, Real rateModifier)TurretAI
getFirePitch() constTurretAIinline
getGroundUnitPitch() constTurretAIinline
getMaxIdleScanAngle() constTurretAIinline
getMaxIdleScanInterval() constTurretAIinline
getMinIdleScanAngle() constTurretAIinline
getMinIdleScanInterval() constTurretAIinline
getMinPitch() constTurretAIinline
getNaturalTurretAngle() constTurretAIinline
getNaturalTurretPitch() constTurretAIinline
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getOriginalVictimPos() constTurretAIinlinevirtual
getOwner()TurretAIinline
getOwner() constTurretAIinline
getPitchRate() constTurretAIinline
getRecenterTime() constTurretAIinline
getTurnRate() constTurretAIinline
getTurretAngle() constTurretAIinline
getTurretFireAngleSweepForWeaponSlot(WeaponSlotType slot) constTurretAI
getTurretPitch() constTurretAIinline
getTurretSweepSpeedModifierForWeaponSlot(WeaponSlotType slot) constTurretAI
isAllowsPitch() constTurretAIinline
isAttackingObject() constTurretAIinlinevirtual
isForceAttacking() constTurretAIinline
isOwnersCurWeaponOnTurret() constTurretAI
isTryingToAimAtTarget(const Object *victim) constTurretAI
isTurretEnabled() constTurretAIinline
isTurretInNaturalPosition() constTurretAI
isWeaponSlotOkToFire(WeaponSlotType wslot) constTurretAIvirtual
isWeaponSlotOnTurret(WeaponSlotType wslot) constTurretAI
loadPostProcess()TurretAIprotectedvirtual
notifyFired()TurretAIvirtual
notifyNewVictimChosen(Object *victim)TurretAIvirtual
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
recenterTurret()TurretAI
setTurretEnabled(Bool enabled)TurretAI
setTurretTargetObject(Object *o, Bool forceAttacking)TurretAI
setTurretTargetPosition(const Coord3D *pos)TurretAI
Snapshot(void)Snapshot
TurretAI(Object *owner, const TurretAIData *data, WhichTurretType tur)TurretAI
updateTurretAI()TurretAI
xfer(Xfer *xfer)TurretAIprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot