#include <WeaponSet.h>
Inherits Snapshot.
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| | WeaponSet () |
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| | ~WeaponSet () |
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| void | updateWeaponSet (const Object *obj) |
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| void | reloadAllAmmo (const Object *obj, Bool now) |
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| Bool | isOutOfAmmo () const |
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| Bool | hasAnyWeapon () const |
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| Bool | hasAnyDamageWeapon () const |
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| Bool | hasWeaponToDealDamageType (DamageType typeToDeal) const |
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| Bool | hasSingleDamageType (DamageType typeToDeal) const |
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| Bool | isCurWeaponLocked () const |
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| Weapon * | getCurWeapon () |
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| const Weapon * | getCurWeapon () const |
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| WeaponSlotType | getCurWeaponSlot () const |
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| Weapon * | findWaypointFollowingCapableWeapon () |
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| const Weapon * | findAmmoPipShowingWeapon () const |
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| void | weaponSetOnWeaponBonusChange (const Object *source) |
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| UnsignedInt | getMostPercentReadyToFireAnyWeapon () const |
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| UnsignedInt | getNthCommandSourceMask (WeaponSlotType n) const |
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| Bool | setWeaponLock (WeaponSlotType weaponSlot, WeaponLockType lockType) |
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| void | releaseWeaponLock (WeaponLockType lockType) |
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| Bool | isSharedReloadTime () const |
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| void | clearLeechRangeModeForAllWeapons () |
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| CanAttackResult | getAbleToAttackSpecificObject (AbleToAttackType t, const Object *obj, const Object *victim, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) const |
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| CanAttackResult | getAbleToUseWeaponAgainstTarget (AbleToAttackType attackType, const Object *source, const Object *victim, const Coord3D *pos, CommandSourceType commandSource, WeaponSlotType specificSlot=(WeaponSlotType) -1) const |
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| Bool | chooseBestWeaponForTarget (const Object *obj, const Object *victim, WeaponChoiceCriteria criteria, CommandSourceType cmdSource) |
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| Weapon * | getWeaponInWeaponSlot (WeaponSlotType wslot) const |
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| | Snapshot (void) |
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| | ~Snapshot (void) |
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Definition at line 198 of file WeaponSet.h.
◆ WeaponSet()
◆ ~WeaponSet()
| WeaponSet::~WeaponSet |
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◆ chooseBestWeaponForTarget()
Selects the best weapon for the given target, and sets it as the current weapon. If there is no weapon that can damage the target, false is returned (and the current-weapon is unchanged). Note that this DOES take weapon attack range into account.
Definition at line 788 of file WeaponSet.cpp.
◆ clearLeechRangeModeForAllWeapons()
| void WeaponSet::clearLeechRangeModeForAllWeapons |
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| ) |
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◆ crc()
| void WeaponSet::crc |
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Xfer * | xfer | ) |
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protectedvirtual |
◆ findAmmoPipShowingWeapon()
| const Weapon * WeaponSet::findAmmoPipShowingWeapon |
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const |
◆ findWaypointFollowingCapableWeapon()
| Weapon * WeaponSet::findWaypointFollowingCapableWeapon |
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◆ getAbleToAttackSpecificObject()
Determines if the unit has any weapon that could conceivably harm the victim. this does not take range, ammo, etc. into account, but immutable weapon properties, such as "can you
target airborne victims".
Definition at line 447 of file WeaponSet.cpp.
◆ getAbleToUseWeaponAgainstTarget()
◆ getCurWeapon() [1/2]
| Weapon * WeaponSet::getCurWeapon |
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inline |
◆ getCurWeapon() [2/2]
| const Weapon * WeaponSet::getCurWeapon |
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const |
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inline |
◆ getCurWeaponSlot()
◆ getModelConditionForWeaponSlot()
◆ getMostPercentReadyToFireAnyWeapon()
| UnsignedInt WeaponSet::getMostPercentReadyToFireAnyWeapon |
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const |
◆ getNthCommandSourceMask()
◆ getWeaponInWeaponSlot()
◆ hasAnyDamageWeapon()
| Bool WeaponSet::hasAnyDamageWeapon |
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const |
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inline |
◆ hasAnyWeapon()
| Bool WeaponSet::hasAnyWeapon |
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const |
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inline |
◆ hasSingleDamageType()
◆ hasWeaponToDealDamageType()
| Bool WeaponSet::hasWeaponToDealDamageType |
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DamageType | typeToDeal | ) |
const |
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inline |
◆ isCurWeaponLocked()
| Bool WeaponSet::isCurWeaponLocked |
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const |
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inline |
◆ isOutOfAmmo()
| Bool WeaponSet::isOutOfAmmo |
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const |
◆ isSharedReloadTime()
| Bool WeaponSet::isSharedReloadTime |
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const |
◆ loadPostProcess()
| void WeaponSet::loadPostProcess |
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void | | ) |
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protectedvirtual |
◆ releaseWeaponLock()
◆ reloadAllAmmo()
| void WeaponSet::reloadAllAmmo |
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const Object * | obj, |
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Bool | now ) |
◆ setWeaponLock()
◆ updateWeaponSet()
| void WeaponSet::updateWeaponSet |
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const Object * | obj | ) |
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◆ weaponSetOnWeaponBonusChange()
| void WeaponSet::weaponSetOnWeaponBonusChange |
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const Object * | source | ) |
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◆ xfer()
| void WeaponSet::xfer |
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Xfer * | xfer | ) |
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protectedvirtual |
The documentation for this class was generated from the following files: