_hidingForTurn | OpenXcom::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 | |