OpenXcom  1.0
Open-source clone of the original X-Com
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OpenXcom::BattleUnit Member List

This is the complete list of members for OpenXcom::BattleUnit, including all inherited members.

_hidingForTurnOpenXcom::BattleUnit
abortTurn()OpenXcom::BattleUnit
addFiringExp()OpenXcom::BattleUnit
addKillCount()OpenXcom::BattleUnit
addMeleeExp()OpenXcom::BattleUnit
addPsiExp()OpenXcom::BattleUnit
addReactionExp()OpenXcom::BattleUnit
addThrowingExp()OpenXcom::BattleUnit
addToVisibleTiles(Tile *tile)OpenXcom::BattleUnit
addToVisibleUnits(BattleUnit *unit)OpenXcom::BattleUnit
adjustStats(const int diff)OpenXcom::BattleUnit
aim(bool aiming)OpenXcom::BattleUnit
allowReselect()OpenXcom::BattleUnit
BattleUnit(Soldier *soldier, UnitFaction faction)OpenXcom::BattleUnit
BattleUnit(Unit *unit, UnitFaction faction, int id, Armor *armor, int diff)OpenXcom::BattleUnit
checkAmmo()OpenXcom::BattleUnit
checkViewSector(Position pos) const OpenXcom::BattleUnit
clearVisibleTiles()OpenXcom::BattleUnit
clearVisibleUnits()OpenXcom::BattleUnit
convertToFaction(UnitFaction f)OpenXcom::BattleUnit
damage(const Position &relative, int power, ItemDamageType type, bool ignoreArmor=false)OpenXcom::BattleUnit
deriveRank()OpenXcom::BattleUnit
directionTo(const Position &point) const OpenXcom::BattleUnit
dontReselect()OpenXcom::BattleUnit
getAccuracyModifier(BattleItem *item=0)OpenXcom::BattleUnit
getActionTUs(BattleActionType actionType, BattleItem *item)OpenXcom::BattleUnit
getActiveHand() const OpenXcom::BattleUnit
getAggression() const OpenXcom::BattleUnit
getAggroSound() const OpenXcom::BattleUnit
getArmor(UnitSide side) const OpenXcom::BattleUnit
getArmor() const OpenXcom::BattleUnit
getCache(bool *invalid, int part=0) const OpenXcom::BattleUnit
getCarriedWeight(BattleItem *draggingItem=0) const OpenXcom::BattleUnit
getCharging()OpenXcom::BattleUnit
getCoverReserve() const OpenXcom::BattleUnit
getCurrentAIState() const OpenXcom::BattleUnit
getDeathSound() const OpenXcom::BattleUnit
getDestination() const OpenXcom::BattleUnit
getDiagonalWalkingPhase() const OpenXcom::BattleUnit
getDirection() const OpenXcom::BattleUnit
getEnergy() const OpenXcom::BattleUnit
getFaceDirection() const OpenXcom::BattleUnit
getFaction() const OpenXcom::BattleUnit
getFallingPhase() const OpenXcom::BattleUnit
getFatalWound(int part) const OpenXcom::BattleUnit
getFatalWounds() const OpenXcom::BattleUnit
getFire() const OpenXcom::BattleUnit
getFiringAccuracy(BattleActionType actionType, BattleItem *item)OpenXcom::BattleUnit
getFloatHeight() const OpenXcom::BattleUnit
getGender() const OpenXcom::BattleUnit
getGeoscapeSoldier() const OpenXcom::BattleUnit
getGrenadeFromBelt() const OpenXcom::BattleUnit
getHealth() const OpenXcom::BattleUnit
getHeight() const OpenXcom::BattleUnit
getId() const OpenXcom::BattleUnit
getIntelligence() const OpenXcom::BattleUnit
getInventory()OpenXcom::BattleUnit
getItem(RuleInventory *slot, int x=0, int y=0) const OpenXcom::BattleUnit
getItem(const std::string &slot, int x=0, int y=0) const OpenXcom::BattleUnit
getKneelHeight() const OpenXcom::BattleUnit
getLastPosition() const OpenXcom::BattleUnit
getLoftemps(int entry=0) const OpenXcom::BattleUnit
getMainHandWeapon(bool quickest=true) const OpenXcom::BattleUnit
getMiniMapSpriteIndex() const OpenXcom::BattleUnit
getMorale() const OpenXcom::BattleUnit
getMotionPoints() const OpenXcom::BattleUnit
getMoveSound() const OpenXcom::BattleUnit
getName(Language *lang, bool debugAppendId=false) const OpenXcom::BattleUnit
getOriginalFaction() const OpenXcom::BattleUnit
getPosition() const OpenXcom::BattleUnit
getRankInt() const OpenXcom::BattleUnit
getRankString() const OpenXcom::BattleUnit
getReactionScore()OpenXcom::BattleUnit
getSpawnUnit() const OpenXcom::BattleUnit
getSpecialAbility() const OpenXcom::BattleUnit
getStandHeight() const OpenXcom::BattleUnit
getStats()OpenXcom::BattleUnit
getStatus() const OpenXcom::BattleUnit
getStunlevel() const OpenXcom::BattleUnit
getThrowingAccuracy()OpenXcom::BattleUnit
getTile() const OpenXcom::BattleUnit
getTimeUnits() const OpenXcom::BattleUnit
getTurnsSinceSpotted() const OpenXcom::BattleUnit
getTurretDirection() const OpenXcom::BattleUnit
getTurretToDirection() const OpenXcom::BattleUnit
getTurretType() const OpenXcom::BattleUnit
getType() const OpenXcom::BattleUnit
getUnitsSpottedThisTurn()OpenXcom::BattleUnit
getValue() const OpenXcom::BattleUnit
getVerticalDirection() const OpenXcom::BattleUnit
getVisible() const OpenXcom::BattleUnit
getVisibleTiles()OpenXcom::BattleUnit
getVisibleUnits()OpenXcom::BattleUnit
getWalkingPhase() const OpenXcom::BattleUnit
halveArmor()OpenXcom::BattleUnit
hasInventory() const OpenXcom::BattleUnit
heal(int part, int woundAmount, int healthAmount)OpenXcom::BattleUnit
healStun(int power)OpenXcom::BattleUnit
instaKill()OpenXcom::BattleUnit
invalidateCache()OpenXcom::BattleUnit
isFearable() const OpenXcom::BattleUnit
isFloating() const OpenXcom::BattleUnit
isInExitArea(SpecialTileType stt=START_POINT) const OpenXcom::BattleUnit
isKneeled() const OpenXcom::BattleUnit
isOut() const OpenXcom::BattleUnit
isSelectable(UnitFaction faction, bool checkReselect, bool checkInventory) const OpenXcom::BattleUnit
isWoundable() const OpenXcom::BattleUnit
keepFalling()OpenXcom::BattleUnit
keepWalking(Tile *tileBelowMe, bool cache)OpenXcom::BattleUnit
killedBy() const OpenXcom::BattleUnit
killedBy(UnitFaction f)OpenXcom::BattleUnit
kneel(bool kneeled)OpenXcom::BattleUnit
knockOut(BattlescapeGame *battle)OpenXcom::BattleUnit
load(const YAML::Node &node)OpenXcom::BattleUnit
lookAt(const Position &point, bool turret=false)OpenXcom::BattleUnit
lookAt(int direction, bool force=false)OpenXcom::BattleUnit
moraleChange(int change)OpenXcom::BattleUnit
painKillers()OpenXcom::BattleUnit
postMissionProcedures(SavedGame *geoscape)OpenXcom::BattleUnit
prepareNewTurn()OpenXcom::BattleUnit
reselectAllowed() const OpenXcom::BattleUnit
save() const OpenXcom::BattleUnit
setActiveHand(const std::string &slot)OpenXcom::BattleUnit
setAIState(BattleAIState *aiState)OpenXcom::BattleUnit
setArmor(int armor, UnitSide side)OpenXcom::BattleUnit
setCache(Surface *cache, int part=0)OpenXcom::BattleUnit
setCharging(BattleUnit *chargeTarget)OpenXcom::BattleUnit
setCoverReserve(int reserve)OpenXcom::BattleUnit
setDirection(int direction)OpenXcom::BattleUnit
setEnergy(int energy)OpenXcom::BattleUnit
setFaceDirection(int direction)OpenXcom::BattleUnit
setFire(int fire)OpenXcom::BattleUnit
setPosition(const Position &pos, bool updateLastPos=true)OpenXcom::BattleUnit
setRankInt(int rank)OpenXcom::BattleUnit
setSpawnUnit(std::string spawnUnit)OpenXcom::BattleUnit
setSpecialAbility(SpecialAbility specab)OpenXcom::BattleUnit
setTile(Tile *tile, Tile *tileBelow=0)OpenXcom::BattleUnit
setTimeUnits(int tu)OpenXcom::BattleUnit
setTurnsSinceSpotted(int turns)OpenXcom::BattleUnit
setTurretType(int turretType)OpenXcom::BattleUnit
setVisible(bool flag)OpenXcom::BattleUnit
spendEnergy(int tu)OpenXcom::BattleUnit
spendTimeUnits(int tu)OpenXcom::BattleUnit
startFalling()OpenXcom::BattleUnit
startWalking(int direction, const Position &destination, Tile *tileBelowMe, bool cache)OpenXcom::BattleUnit
stimulant(int energy, int stun)OpenXcom::BattleUnit
think(BattleAction *action)OpenXcom::BattleUnit
toggleFireDamage()OpenXcom::BattleUnit
tookFireDamage() const OpenXcom::BattleUnit
turn(bool turret=false)OpenXcom::BattleUnit
updateGeoscapeStats(Soldier *soldier)OpenXcom::BattleUnit
~BattleUnit()OpenXcom::BattleUnit