World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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Полный список членов класса Actor, включая наследуемые из базового класса
_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3) | Actor | static |
_427102_IsOkToCastSpell(enum SPELL_TYPE spell) | Actor | |
_4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4) | Actor | |
_43B3E0_CalcDamage(signed int dmgSource) | Actor | |
_46DF1A_collide_against_actor(int a1, int a2) | Actor | static |
_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party) | Actor | static |
Actor() | Actor | inline |
ActorDamageFromMonster(int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, int a4) | Actor | static |
ActorEnemy() const | Actor | inline |
ActorFriend() const | Actor | inline |
ActorHasItem() const | Actor | inline |
ActorHasItems | Actor | |
ActorHitOrMiss(Player *pPlayer) | Actor | |
ActorNearby() const | Actor | inline |
AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, int a3) | Actor | static |
AggroSurroundingPeasants(unsigned int uActorID, int a2) | Actor | static |
AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4) | Actor | static |
AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int UNUSED, struct AIDirection *Dir_In) | Actor | static |
AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4) | Actor | static |
AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0) | Actor | static |
AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir) | Actor | static |
AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir) | Actor | static |
AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir) | Actor | static |
AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5) | Actor | static |
AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4) | Actor | static |
AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength) | Actor | static |
AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4) | Actor | static |
AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel) | Actor | static |
AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir) | Actor | static |
AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir) | Actor | static |
AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4) | Actor | static |
AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4) | Actor | static |
AI_Stun(unsigned int uActorID, signed int edx0, int arg0) | Actor | static |
ApplyFineForKillingPeasant(unsigned int uActorID) | Actor | static |
Arena_summon_actor(int monster_id, int16_t x, int y, int z) | Actor | static |
ArePeasantsOfSameFaction(Actor *a1, Actor *a2) | Actor | static |
CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, int incomingDmg) | Actor | |
CanAct() | Actor | |
DamageMonsterFromParty(int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity) | Actor | static |
Die(unsigned int uActorID) | Actor | static |
DoesDmgTypeDoDamage(DAMAGE_TYPE uType) | Actor | |
DrawHealthBar(Actor *actor, GUIWindow *window) | Actor | static |
dword_000334_unique_name | Actor | |
Explode(unsigned int uActorID) | Actor | static |
field_22 | Actor | |
field_2A | Actor | |
field_338 | Actor | |
field_B6 | Actor | |
field_B7 | Actor | |
GetActorsRelation(Actor *a2) | Actor | |
GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4) | Actor | static |
GetObjDescId(int spellId) | Actor | static |
GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive) | Actor | static |
InitializeActors() | Actor | static |
IsNotAlive() | Actor | |
IsPeasant() | Actor | |
LootActor() | Actor | |
MakeActorAIList_BLV() | Actor | static |
MakeActorAIList_ODM() | Actor | static |
pActorBuffs | Actor | |
pActorName | Actor | |
PlaySound(unsigned int uActorID, unsigned int uSoundID) | Actor | static |
pMonsterInfo | Actor | |
PrepareSprites(char load_sounds_if_bit1_set) | Actor | |
pScheduledJobs | Actor | |
pSoundSampleIDs | Actor | |
pSpriteIDs | Actor | |
Remove() | Actor | |
Reset() | Actor | |
ResetActive() | Actor | inline |
ResetAggressor() | Actor | inline |
ResetAlive() | Actor | inline |
ResetAnimation() | Actor | inline |
ResetHasItem() | Actor | inline |
ResetHostile() | Actor | inline |
ResetQueue() | Actor | inline |
Resurrect(unsigned int uActorID) | Actor | static |
sCurrentHP | Actor | |
SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup) | Actor | static |
SearchActorByID(unsigned int *pTotalActors, unsigned int a2) | Actor | static |
SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID) | Actor | static |
SearchAliveActors(unsigned int *pTotalActors) | Actor | static |
SetRandomGoldIfTheresNoItem() | Actor | |
sNPC_ID | Actor | |
special_ability_use_check(int a2) | Actor | |
StandAwhile(unsigned int uActorID) | Actor | static |
StealFrom(unsigned int uActorID) | Actor | static |
SummonMinion(int summonerId) | Actor | |
ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle) | Actor | static |
uActorHeight | Actor | |
uActorRadius | Actor | |
uAIState | Actor | |
uAlly | Actor | |
uAttributes | Actor | |
uCarriedItemID | Actor | |
uCurrentActionAnimation | Actor | |
uCurrentActionLength | Actor | |
uCurrentActionTime | Actor | |
uGroup | Actor | |
uLastCharacterIDToHit | Actor | |
uMovementSpeed | Actor | |
UpdateActorAI() | Actor | static |
UpdateAnimation() | Actor | |
uPitchAngle | Actor | |
uSectorID | Actor | |
uSummonerID | Actor | |
uTetherDistance | Actor | |
uYawAngle | Actor | |
vGuardingPosition | Actor | |
vInitialPosition | Actor | |
vPosition | Actor | |
vVelocity | Actor | |
word_000084_range_attack | Actor | |
word_000086_some_monster_id | Actor |