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

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

calcProjectileLaunchPosition(const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse, Matrix3D &worldTransform, Coord3D &worldPos)Weaponstatic
computeApproachTarget(const Object *source, const Object *target, const Coord3D *pos, Real angleOffset, Coord3D &approachTargetPos) constWeapon
computeBonus(const Object *source, WeaponBonusConditionFlags extraBonusFlags, WeaponBonus &bonus) constWeaponprotected
crc(Xfer *xfer)Weaponprotectedvirtual
createLaser(const Object *sourceObj, const Object *victimObj, const Coord3D *victimPos)Weapon
deleteInstance()MemoryPoolObjectinline
estimateWeaponDamage(const Object *source, const Object *target)Weaponinline
estimateWeaponDamage(const Object *source, const Coord3D *pos)Weaponinline
estimateWeaponDamage(const Object *sourceObj, const Object *victimObj, const Coord3D *victimPos)Weaponprotected
fireProjectileDetonationWeapon(const Object *source, Object *target, WeaponBonusConditionFlags extraBonusFlags, Bool inflictDamage=TRUE)Weapon
fireProjectileDetonationWeapon(const Object *source, const Coord3D *pos, WeaponBonusConditionFlags extraBonusFlags, Bool inflictDamage=TRUE)Weapon
fireWeapon(const Object *source, Object *target, ObjectID *projectileID=NULL)Weapon
fireWeapon(const Object *source, const Coord3D *pos, ObjectID *projectileID=NULL)Weapon
forceFireWeapon(const Object *source, const Coord3D *pos)Weapon
getAimDelta() constWeaponinline
getAntiMask() constWeaponinline
getAttackDistance(const Object *source, const Object *victim, const Coord3D *victimPos) constWeapon
getAttackRange(const Object *source) constWeapon
getAutoReloadsClip() constWeaponinline
getAutoReloadWhenIdleFrames() constWeaponinline
getClipReloadTime(const Object *source) constWeapon
getClipSize() constWeaponinline
getContinueAttackRange() constWeaponinline
getContinuousFireCoastFrames() constWeaponinline
getContinuousFireOneShotsNeeded() constWeaponinline
getContinuousFireTwoShotsNeeded() constWeaponinline
getDamageType() constWeaponinline
getDeathType() constWeaponinline
getFireSound() constWeaponinline
getFireSoundLoopTime() constWeaponinline
getFiringLineOfSightOrigin(const Object *source, Coord3D &origin) constWeaponprotected
getLastReloadStartedFrame() constWeaponinline
getLastShotFrame() constWeaponinline
getMaxShotCount() constWeaponinline
getName() constWeaponinline
getObjectMemoryPool()=0MemoryPoolObjectprotectedpure virtual
getPercentReadyToFire() constWeapon
getPossibleNextShotFrame() constWeaponinline
getPreAttackDelay(const Object *source, const Object *victim) constWeapon
getPreAttackFinishedFrame() constWeaponinline
getPrimaryDamageRadius(const Object *source) constWeapon
getReloadType() constWeaponinline
getRemainingAmmo() constWeaponinline
getScatterRadius() constWeaponinline
getScatterTargetScalar() constWeaponinline
getStatus() constWeapon
getSuspendFXFrame(void) constWeaponinline
getTemplate() constWeaponinline
getWeaponSlot() constWeaponinline
hasLeechRange() constWeaponinline
isCapableOfFollowingWaypoint() constWeaponinline
isClearFiringLineOfSightTerrain(const Object *source, const Object *victim) constWeapon
isClearFiringLineOfSightTerrain(const Object *source, const Coord3D &victimPos) constWeapon
isClearGoalFiringLineOfSightTerrain(const Object *source, const Coord3D &goalPos, const Object *victim) constWeapon
isClearGoalFiringLineOfSightTerrain(const Object *source, const Coord3D &goalPos, const Coord3D &victimPos) constWeapon
isContactWeapon() constWeaponinline
isDamageWeapon() constWeapon
isGoalPosWithinAttackRange(const Object *source, const Coord3D *goalPos, const Object *target, const Coord3D *targetPos) constWeapon
isLaser() constWeaponinline
isPitchLimited() constWeaponinline
isShowsAmmoPips() constWeaponinline
isSourceObjectWithGoalPositionWithinAttackRange(const Object *source, const Coord3D *goalPos, const Object *target, const Coord3D *targetPos) constWeapon
isTooClose(const Object *source, const Object *target) constWeapon
isTooClose(const Object *source, const Coord3D *pos) constWeapon
isWithinAttackRange(const Object *source, const Object *target) constWeapon
isWithinAttackRange(const Object *source, const Coord3D *pos) constWeapon
isWithinTargetPitch(const Object *source, const Object *victim) constWeapon
loadAmmoNow(const Object *source)Weapon
loadPostProcess(void)Weaponprotectedvirtual
newProjectileFired(const Object *sourceObj, const Object *projectile, const Object *victimObj, const Coord3D *victimPos)Weapon
onWeaponBonusChange(const Object *source)Weapon
operator delete(void *p)MemoryPoolObjectinlineprotected
operator new(size_t s)MemoryPoolObjectinlineprotected
positionProjectileForLaunch(Object *projectile, const Object *launcher, WeaponSlotType wslot, Int specificBarrelToUse)Weaponstatic
preFireWeapon(const Object *source, const Object *victim)Weapon
privateFireWeapon(const Object *sourceObj, Object *victimObj, const Coord3D *victimPos, Bool isProjectileDetonation, Bool ignoreRanges, WeaponBonusConditionFlags extraBonusFlags, ObjectID *projectileID, Bool inflictDamage)Weaponprotected
processRequestAssistance(const Object *requestingObject, Object *victimObject)Weaponprotected
rebuildScatterTargets()Weaponprotected
reloadAmmo(const Object *source)Weapon
reloadWithBonus(const Object *source, const WeaponBonus &bonus, Bool loadInstantly)Weaponprotected
setClipPercentFull(Real percent, Bool allowReduction)Weapon
setLastReloadStartedFrame(UnsignedInt frameNum)Weaponinline
setLeechRangeActive(Bool active)Weaponinline
setMaxShotCount(Int maxShots)Weaponinline
setPossibleNextShotFrame(UnsignedInt frameNum)Weaponinline
setPreAttackFinishedFrame(UnsignedInt frameNum)Weaponinline
Snapshot(void)Snapshot
transferNextShotStatsFrom(const Weapon &weapon)Weapon
Weapon(const WeaponTemplate *tmpl, WeaponSlotType wslot)Weaponprotected
WeaponStore classWeaponfriend
xfer(Xfer *xfer)Weaponprotectedvirtual
~MemoryPoolObject()MemoryPoolObjectinlineprotectedvirtual
~Snapshot(void)Snapshot