, including all inherited members.
action | MovementOperation | [protected] |
AdaptivVelocity(NPC *npc, float distance) | ChaseOperation | |
adaptivVelocityScript | ChaseOperation | [protected] |
adaptivVelScale | ChaseOperation | [protected] |
AddRandomRange(csVector3 &dest, float radius, float margin=0.0) | ScriptOperation | |
Advance(float timedelta, NPC *npc) | MovementOperation | [virtual] |
ang_vel | ScriptOperation | [protected] |
AtInterruptedAngle(const csVector3 &pos, const iSector *sector, float angle) | ScriptOperation | [virtual] |
AtInterruptedAngle(NPC *npc) | ScriptOperation | [virtual] |
AtInterruptedPosition(const csVector3 &pos, const iSector *sector) | ScriptOperation | [virtual] |
AtInterruptedPosition(NPC *npc) | ScriptOperation | [virtual] |
calcAdaptivVelocity | ChaseOperation | [protected] |
CalculateOffsetDelta(NPC *npc, const csVector3 &myPos, const iSector *mySector, const csVector3 &endPos, const iSector *endSector, float endRot) const | ChaseOperation | |
ChaseOperation(const ChaseOperation *other) | ChaseOperation | [protected] |
ChaseOperation() | ChaseOperation | |
chaseRange | ChaseOperation | [protected] |
CheckEndPointOk(NPC *npc, const csVector3 &myPos, iSector *mySector, const csVector3 &endPos, iSector *endSector) | ScriptOperation | [virtual] |
CheckMoveOk(NPC *npc, csVector3 oldPos, iSector *oldSector, const csVector3 &newPos, iSector *newSector, int resultFromExtrapolate) | ScriptOperation | [virtual] |
checkTribeHome | ScriptOperation | [protected] |
collision | ScriptOperation | [protected] |
COMPLETED enum value | ScriptOperation | |
consecCollisions | ScriptOperation | [protected] |
CopyCheckMoveOk(ScriptOperation *source) | ScriptOperation | |
currentDistance | MovementOperation | [protected] |
EndPointChanged(const csVector3 &endPos, const iSector *endSector) const | MovementOperation | |
endPos | MovementOperation | [protected] |
endSector | MovementOperation | [protected] |
Failure(NPC *npc) | ScriptOperation | [virtual] |
failurePerception | ScriptOperation | [protected] |
falling | ScriptOperation | [protected] |
GetAngularVelocity(NPC *npc) | ScriptOperation | [virtual] |
GetCollisionPerception(NPC *npc) | ScriptOperation | [virtual] |
GetEndPosition(NPC *npc, const csVector3 &myPos, const iSector *mySector, csVector3 &endPos, iSector *&endSector) | ChaseOperation | [virtual] |
GetFallingPerception(NPC *npc) | ScriptOperation | [virtual] |
GetInBoundsPerception(NPC *npc) | ScriptOperation | [virtual] |
GetName() const | ScriptOperation | [inline, virtual] |
GetOffset(NPC *npc) const | ChaseOperation | [virtual] |
GetOutOfBoundsPerception(NPC *npc) | ScriptOperation | [virtual] |
GetState() const | ScriptOperation | [inline, virtual] |
GetVelocity(NPC *npc) | ChaseOperation | [virtual] |
inBounds | ScriptOperation | [protected] |
INTERRUPTED enum value | ScriptOperation | |
interrupted_angle | ScriptOperation | [protected] |
interrupted_position | ScriptOperation | [protected] |
interrupted_sector | ScriptOperation | [protected] |
InterruptOperation(NPC *npc) | MovementOperation | [virtual] |
Load(iDocumentNode *node) | ChaseOperation | [virtual] |
LoadCheckMoveOk(iDocumentNode *node) | ScriptOperation | |
LoadVelocity(iDocumentNode *node) | ScriptOperation | |
MakeCopy() | ChaseOperation | [virtual] |
MovementOperation(const MovementOperation *other) | MovementOperation | [protected] |
MovementOperation(const char *name) | MovementOperation | |
name | ScriptOperation | [protected] |
NEAREST_ACTOR enum value | ChaseOperation | [protected] |
NEAREST_NPC enum value | ChaseOperation | [protected] |
NEAREST_PLAYER enum value | ChaseOperation | [protected] |
offsetAngle | ChaseOperation | [protected] |
offsetAngleMax | ChaseOperation | [protected] |
offsetAttribute | ChaseOperation | [protected] |
offsetDelta | ChaseOperation | [protected] |
offsetRelativeHeading | ChaseOperation | [protected] |
OPERATION_COMPLETED enum value | ScriptOperation | |
OPERATION_FAILED enum value | ScriptOperation | |
OPERATION_NOT_COMPLETED enum value | ScriptOperation | |
OperationResult enum name | ScriptOperation | |
outOfBounds | ScriptOperation | [protected] |
OWNER enum value | ChaseOperation | [protected] |
parent | ScriptOperation | [protected] |
path | MovementOperation | [protected] |
READY_TO_RUN enum value | ScriptOperation | |
Run(NPC *npc, bool interrupted) | MovementOperation | [virtual] |
RUNNING enum value | ScriptOperation | |
ScriptOperation(const char *sciptName) | ScriptOperation | |
ScriptOperation(const ScriptOperation *other) | ScriptOperation | |
searchRange | ChaseOperation | [protected] |
SetAnimation(NPC *npc, const char *name) | ScriptOperation | |
SetParent(Behavior *behavior) | ScriptOperation | |
SetState(State state) | ScriptOperation | [inline, virtual] |
sideOffset | ChaseOperation | [protected] |
StartMoveTo(NPC *npc, const csVector3 &dest, iSector *sector, float vel, const char *action, float &angle) | ScriptOperation | [protected] |
state | ScriptOperation | [protected] |
State enum name | ScriptOperation | |
StopMovement(NPC *npc) | ScriptOperation | [protected, static] |
TARGET enum value | ChaseOperation | [protected] |
targetEID | ChaseOperation | [protected] |
TurnTo(NPC *npc, const csVector3 &dest, iSector *destsect, csVector3 &forward, float &angle) | ScriptOperation | [protected] |
type | ChaseOperation | [protected] |
typeStr | ChaseOperation | [protected, static] |
UpdateChaseTarget(NPC *npc, const csVector3 &myPos, const iSector *mySector) | ChaseOperation | [virtual] |
UpdateEndPosition(NPC *npc, const csVector3 &myPos, const iSector *mySector, csVector3 &endPos, iSector *&endSector) | ChaseOperation | [virtual] |
vel | ScriptOperation | [protected] |
VEL_DEFAULT enum value | ScriptOperation | |
VEL_RUN enum value | ScriptOperation | |
VEL_USER enum value | ScriptOperation | |
VEL_WALK enum value | ScriptOperation | |
velSource | ScriptOperation | [protected] |
VelSource enum name | ScriptOperation | |
~ChaseOperation() | ChaseOperation | [inline, virtual] |
~MovementOperation() | MovementOperation | [inline, virtual] |
~ScriptOperation() | ScriptOperation | [inline, virtual] |