_addUnitStateMove(T *u) | ChaseMovementGenerator< T > | inlinestatic |
_clearUnitStateMove(T *u) | ChaseMovementGenerator< T > | inlinestatic |
_lostTarget(T *u) const | ChaseMovementGenerator< T > | inline |
_reachTarget(T *) | ChaseMovementGenerator< T > | |
_setTargetLocation(T *owner, bool updateDestination) | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
ChaseMovementGenerator(Unit *target) | ChaseMovementGenerator< T > | inline |
ChaseMovementGenerator(Unit *target, float offset, float angle) | ChaseMovementGenerator< T > | inline |
DoFinalize(T *) | ChaseMovementGenerator< T > | |
DoInitialize(T *) | ChaseMovementGenerator< T > | |
DoInitialize(Player *owner) | ChaseMovementGenerator< T > | |
DoInitialize(Creature *owner) | ChaseMovementGenerator< T > | |
DoReset(T *) | ChaseMovementGenerator< T > | |
DoUpdate(T *, uint32) | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | |
EnableWalking() const | ChaseMovementGenerator< T > | inline |
Finalize(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
GetMovementGeneratorType() const override | ChaseMovementGenerator< T > | inlinevirtual |
GetResetPosition(Unit *, float &, float &, float &) | MovementGenerator | inlinevirtual |
GetTarget() const | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inline |
i_angle | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
i_offset | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
i_path | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
i_recalculateTravel | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
i_recheckDistance | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
i_target | TargetedMovementGeneratorBase | protected |
i_targetReached | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | protected |
Initialize(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
IsReachable() const | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inline |
MovementInform(T *) | ChaseMovementGenerator< T > | |
MovementInform(Creature *unit) | ChaseMovementGenerator< T > | |
Reset(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
stopFollowing() | TargetedMovementGeneratorBase | inline |
TargetedMovementGeneratorBase(Unit *target) | TargetedMovementGeneratorBase | inline |
TargetedMovementGeneratorMedium(Unit *target, float offset, float angle) | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlineprotected |
unitSpeedChanged() override | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
Update(Unit *u, uint32 time_diff) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
~ChaseMovementGenerator() | ChaseMovementGenerator< T > | inline |
~MovementGenerator() | MovementGenerator | virtual |
~TargetedMovementGeneratorMedium() | TargetedMovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlineprotected |