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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 |