addFallingUnit(BattleUnit *unit) | OpenXcom::SavedBattleGame | |
calculateModuleMap() | OpenXcom::SavedBattleGame | |
endTurn() | OpenXcom::SavedBattleGame | |
eyesOnTarget(UnitFaction faction, BattleUnit *unit) | OpenXcom::SavedBattleGame | |
getBattleGame() | OpenXcom::SavedBattleGame | |
getBattleState() | OpenXcom::SavedBattleGame | |
getCurrentItemId() | OpenXcom::SavedBattleGame | |
getDebugMode() const | OpenXcom::SavedBattleGame | |
getFallingUnits() | OpenXcom::SavedBattleGame | |
getGeoscapeSave() | OpenXcom::SavedBattleGame | |
getGlobalShade() const | OpenXcom::SavedBattleGame | |
getHighestRankedXCom() | OpenXcom::SavedBattleGame | |
getItems() | OpenXcom::SavedBattleGame | |
getKneelReserved() const | OpenXcom::SavedBattleGame | |
getMapDataSets() | OpenXcom::SavedBattleGame | |
getMapSizeX() const | OpenXcom::SavedBattleGame | |
getMapSizeXYZ() const | OpenXcom::SavedBattleGame | |
getMapSizeY() const | OpenXcom::SavedBattleGame | |
getMapSizeZ() const | OpenXcom::SavedBattleGame | |
getMissionType() const | OpenXcom::SavedBattleGame | |
getModuleMap() | OpenXcom::SavedBattleGame | |
getMoraleModifier(BattleUnit *unit=0) | OpenXcom::SavedBattleGame | |
getNodes() | OpenXcom::SavedBattleGame | |
getPathfinding() const | OpenXcom::SavedBattleGame | |
getPatrolNode(bool scout, BattleUnit *unit, Node *fromNode) | OpenXcom::SavedBattleGame | |
getSelectedUnit() const | OpenXcom::SavedBattleGame | |
getSide() const | OpenXcom::SavedBattleGame | |
getSpawnNode(int nodeRank, BattleUnit *unit) | OpenXcom::SavedBattleGame | |
getStorageSpace() | OpenXcom::SavedBattleGame | |
getTile(const Position &pos) const | OpenXcom::SavedBattleGame | inline |
getTileCoords(int index, int *x, int *y, int *z) const | OpenXcom::SavedBattleGame | |
getTileEngine() const | OpenXcom::SavedBattleGame | |
getTileIndex(const Position &pos) const | OpenXcom::SavedBattleGame | inline |
getTiles() const | OpenXcom::SavedBattleGame | |
getTileSearch() | OpenXcom::SavedBattleGame | |
getTUReserved() const | OpenXcom::SavedBattleGame | |
getTurn() const | OpenXcom::SavedBattleGame | |
getUnits() | OpenXcom::SavedBattleGame | |
getUnitsFalling() const | OpenXcom::SavedBattleGame | |
initMap(int mapsize_x, int mapsize_y, int mapsize_z) | OpenXcom::SavedBattleGame | |
initUtilities(ResourcePack *res) | OpenXcom::SavedBattleGame | |
isAborted() const | OpenXcom::SavedBattleGame | |
isCheating() | OpenXcom::SavedBattleGame | |
isObjectiveDestroyed() | OpenXcom::SavedBattleGame | |
load(const YAML::Node &node, Ruleset *rule, SavedGame *savedGame) | OpenXcom::SavedBattleGame | |
loadMapResources(Game *game) | OpenXcom::SavedBattleGame | |
placeUnitNearPosition(BattleUnit *unit, Position entryPoint) | OpenXcom::SavedBattleGame | |
prepareNewTurn() | OpenXcom::SavedBattleGame | |
randomizeItemLocations(Tile *t) | OpenXcom::SavedBattleGame | |
removeItem(BattleItem *item) | OpenXcom::SavedBattleGame | |
removeUnconsciousBodyItem(BattleUnit *bu) | OpenXcom::SavedBattleGame | |
resetTiles() | OpenXcom::SavedBattleGame | |
resetTurnCounter() | OpenXcom::SavedBattleGame | |
resetUnitTiles() | OpenXcom::SavedBattleGame | |
reviveUnconsciousUnits() | OpenXcom::SavedBattleGame | |
save() const | OpenXcom::SavedBattleGame | |
SavedBattleGame() | OpenXcom::SavedBattleGame | |
selectNextPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::SavedBattleGame | |
selectPreviousPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::SavedBattleGame | |
selectUnit(const Position &pos) | OpenXcom::SavedBattleGame | |
setAborted(bool flag) | OpenXcom::SavedBattleGame | |
setBattleState(BattlescapeState *bs) | OpenXcom::SavedBattleGame | |
setDebugMode() | OpenXcom::SavedBattleGame | |
setGlobalShade(int shade) | OpenXcom::SavedBattleGame | |
setKneelReserved(bool reserved) | OpenXcom::SavedBattleGame | |
setMissionType(const std::string &missionType) | OpenXcom::SavedBattleGame | |
setObjectiveDestroyed(bool flag) | OpenXcom::SavedBattleGame | |
setSelectedUnit(BattleUnit *unit) | OpenXcom::SavedBattleGame | |
setTUReserved(BattleActionType reserved) | OpenXcom::SavedBattleGame | |
setUnitPosition(BattleUnit *bu, const Position &position, bool testOnly=false) | OpenXcom::SavedBattleGame | |
setUnitsFalling(bool fall) | OpenXcom::SavedBattleGame | |
~SavedBattleGame() | OpenXcom::SavedBattleGame | |