World of Might and Magic  0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
Actor Cписок членов класса

Полный список членов класса Actor, включая наследуемые из базового класса

_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3)Actorstatic
_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)Actorstatic
_SelectTarget(unsigned int uActorID, int *a2, bool can_target_party)Actorstatic
Actor()Actorinline
ActorDamageFromMonster(int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, int a4)Actorstatic
ActorEnemy() constActorinline
ActorFriend() constActorinline
ActorHasItem() constActorinline
ActorHasItemsActor
ActorHitOrMiss(Player *pPlayer)Actor
ActorNearby() constActorinline
AddBloodsplatOnDamageOverlay(unsigned int uActorID, int a2, int a3)Actorstatic
AggroSurroundingPeasants(unsigned int uActorID, int a2)Actorstatic
AI_Bored(unsigned int uActorID, unsigned int uObjID, struct AIDirection *a4)Actorstatic
AI_FaceObject(unsigned int uActorID, unsigned int uObjID, int UNUSED, struct AIDirection *Dir_In)Actorstatic
AI_Flee(unsigned int uActorID, signed int edx0, int uActionLength, struct AIDirection *a4)Actorstatic
AI_MeleeAttack(unsigned int uActorID, signed int sTargetPid, struct AIDirection *arg0)Actorstatic
AI_MissileAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir)Actorstatic
AI_MissileAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir)Actorstatic
AI_Pursue1(unsigned int uActorID, unsigned int a2, signed int arg0, signed int uActionLength, struct AIDirection *pDir)Actorstatic
AI_Pursue2(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *pDir, int a5)Actorstatic
AI_Pursue3(unsigned int uActorID, unsigned int a2, signed int uActionLength, struct AIDirection *a4)Actorstatic
AI_RandomMove(unsigned int uActor_id, unsigned int uTarget_id, int radius, int uActionLength)Actorstatic
AI_RangedAttack(unsigned int uActorID, struct AIDirection *a2, int type, char a4)Actorstatic
AI_SpellAttack(unsigned int uActorID, struct AIDirection *pDir, int uSpellID, int a4, unsigned int uSkillLevel)Actorstatic
AI_SpellAttack1(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir)Actorstatic
AI_SpellAttack2(unsigned int uActorID, signed int sTargetPid, struct AIDirection *pDir)Actorstatic
AI_Stand(unsigned int uActorID, unsigned int object_to_face_pid, unsigned int uActionLength, struct AIDirection *a4)Actorstatic
AI_StandOrBored(unsigned int uActorID, signed int uObjID, int uActionLength, struct AIDirection *a4)Actorstatic
AI_Stun(unsigned int uActorID, signed int edx0, int arg0)Actorstatic
ApplyFineForKillingPeasant(unsigned int uActorID)Actorstatic
Arena_summon_actor(int monster_id, int16_t x, int y, int z)Actorstatic
ArePeasantsOfSameFaction(Actor *a1, Actor *a2)Actorstatic
CalcMagicalDamageToActor(DAMAGE_TYPE dmgType, int incomingDmg)Actor
CanAct()Actor
DamageMonsterFromParty(int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity)Actorstatic
Die(unsigned int uActorID)Actorstatic
DoesDmgTypeDoDamage(DAMAGE_TYPE uType)Actor
DrawHealthBar(Actor *actor, GUIWindow *window)Actorstatic
dword_000334_unique_nameActor
Explode(unsigned int uActorID)Actorstatic
field_22Actor
field_2AActor
field_338Actor
field_B6Actor
field_B7Actor
GetActorsRelation(Actor *a2)Actor
GetDirectionInfo(unsigned int uObj1ID, unsigned int uObj2ID, struct AIDirection *pOut, int a4)Actorstatic
GetObjDescId(int spellId)Actorstatic
GiveItem(signed int uActorID, unsigned int uItemID, unsigned int bGive)Actorstatic
InitializeActors()Actorstatic
IsNotAlive()Actor
IsPeasant()Actor
LootActor()Actor
MakeActorAIList_BLV()Actorstatic
MakeActorAIList_ODM()Actorstatic
pActorBuffsActor
pActorNameActor
PlaySound(unsigned int uActorID, unsigned int uSoundID)Actorstatic
pMonsterInfoActor
PrepareSprites(char load_sounds_if_bit1_set)Actor
pScheduledJobsActor
pSoundSampleIDsActor
pSpriteIDsActor
Remove()Actor
Reset()Actor
ResetActive()Actorinline
ResetAggressor()Actorinline
ResetAlive()Actorinline
ResetAnimation()Actorinline
ResetHasItem()Actorinline
ResetHostile()Actorinline
ResetQueue()Actorinline
Resurrect(unsigned int uActorID)Actorstatic
sCurrentHPActor
SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup)Actorstatic
SearchActorByID(unsigned int *pTotalActors, unsigned int a2)Actorstatic
SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID)Actorstatic
SearchAliveActors(unsigned int *pTotalActors)Actorstatic
SetRandomGoldIfTheresNoItem()Actor
sNPC_IDActor
special_ability_use_check(int a2)Actor
StandAwhile(unsigned int uActorID)Actorstatic
StealFrom(unsigned int uActorID)Actorstatic
SummonMinion(int summonerId)Actor
ToggleFlag(signed int uActorID, unsigned int uFlag, int bToggle)Actorstatic
uActorHeightActor
uActorRadiusActor
uAIStateActor
uAllyActor
uAttributesActor
uCarriedItemIDActor
uCurrentActionAnimationActor
uCurrentActionLengthActor
uCurrentActionTimeActor
uGroupActor
uLastCharacterIDToHitActor
uMovementSpeedActor
UpdateActorAI()Actorstatic
UpdateAnimation()Actor
uPitchAngleActor
uSectorIDActor
uSummonerIDActor
uTetherDistanceActor
uYawAngleActor
vGuardingPositionActor
vInitialPositionActor
vPositionActor
vVelocityActor
word_000084_range_attackActor
word_000086_some_monster_idActor