UFO: Alien Invasion
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An Edict of type Actor. More...
#include <g_edict.h>
Inherits Edict.
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int | getMorale () const |
bool | isState (int flag) const |
bool | isShaken () const |
bool | isStunned () const |
bool | isPanicked () const |
bool | isReaction () const |
bool | isRaged () const |
bool | isInsane () const |
bool | isDazed () const |
bool | isCrouched () const |
bool | isDead () const |
void | setState (int flag) |
void | setShaken () |
void | setStunned () |
void | setPanicked () |
void | setReaction () |
void | setRaged () |
void | setInsane () |
void | setDazed () |
void | setCrouched () |
void | unsetState (int flag) |
void | removeShaken () |
void | removeStunned () |
void | removePanicked () |
void | removeReaction () |
void | removeRaged () |
void | removeInsane () |
void | removeDazed () |
void | removeCrouched () |
unsigned int | getBody () const |
void | setBody (unsigned int body_) |
unsigned int | getHead () const |
void | setHead (unsigned int head_) |
int | getUsableTUs () const |
Calculates the amount of usable TUs. This is without the reserved TUs. More... | |
bool | isInRescueZone () const |
Checks whether the given actor is currently standing in a rescue zone. More... | |
void | setInRescueZone (bool inRescueZone_) |
Set the rescue zone flag. More... | |
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void | init (int idx) |
void | setPlayerNum (int num) |
void | setTeam (int team_) |
void | setChild (Edict *child) |
void | nativeReset () |
void | setActive () |
void | toggleActive () |
void | resetContainer (const containerIndex_t idx) |
void | setFloor (const Edict *other) |
void | resetFloor () |
void | calcOrigin () |
Calculate the edict's origin vector from it's grid position. More... | |
void | setOrigin (const pos3_t newPos) |
Set the edict's pos and origin vector to the given grid position. More... | |
int | getIdNum () const |
int | getPlayerNum () const |
Edict * | child () |
Edict * | owner () |
Item * | getContainer (const containerIndex_t idx) const |
Item * | getArmour () const |
Item * | getRightHandItem () const |
Item * | getLeftHandItem () const |
Item * | getHandItem (actorHands_t hand) const |
Item * | getFloor () const |
Player & | getPlayer () const |
int | getTeam () const |
bool | isSameAs (const Edict *other) const |
bool | isSameTeamAs (const Edict *other) const |
bool | isSamePosAs (const pos3_t cmpPos) |
Check whether the edict is on the given position. More... | |
bool | isOpponent (const Actor *actor) const |
Check if given actor is an enemy. More... | |
void | setStun (int stu) |
void | addStun (int stu) |
int | getStun () const |
void | setMorale (int mor) |
void | setTus (int tus) |
int | getTus () const |
void | setTouch (bool(*touch_)(Edict *self, Edict *activator)) |
bool | hasTouch () const |
bool | callTouch (Edict *activator) |
int | getReservedTUs () const |
Calculates the amount of all currently reserved TUs. More... | |
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Definition at line 384 of file g_edict.h.
References Edict::body.
Referenced by G_EventActorAppear().
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Definition at line 390 of file g_edict.h.
References Edict::head.
Referenced by G_EventActorAppear().
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Calculates the amount of usable TUs. This is without the reserved TUs.
Definition at line 400 of file g_edict.h.
References Edict::getReservedTUs(), and Edict::getTus().
Referenced by actorL_shoot(), actorL_throwgrenade(), actorL_TU(), AI_CheckForMissionTargets(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_PanicCalcActionScore(), AI_PrepBestAction(), AI_TurnIntoDirection(), AIL_positionapproach(), AIL_positionflee(), AIL_positionherd(), AIL_positionhide(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), and pos3L_goto().
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Definition at line 361 of file g_edict.h.
References STATE_CROUCHED.
Referenced by AI_CheckLineOfFire(), AI_TurnIntoDirection(), AIL_crouch(), AIL_findweapons(), AIL_positionapproach(), G_ActorMoveLength(), G_ActorSetMaxs(), G_CalcEffectiveSpread(), G_ClientMove(), G_ClientShoot(), G_ClientStateChange(), G_WriteStep(), and pos3L_distance().
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Definition at line 360 of file g_edict.h.
References STATE_DAZED.
Referenced by ReactionFire::canReact(), and G_ActorGiveTimeUnits().
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Definition at line 362 of file g_edict.h.
References STATE_DEAD.
Referenced by actorL_isdead(), AI_ActorThink(), AI_PrepBestAction(), G_ActorDie(), G_ActorSetMaxs(), G_ActorStun(), G_ClientMove(), G_ClientShoot(), G_ShootGrenade(), G_ShootSingle(), G_UpdateCharacterBodycount(), pos3L_goto(), and TEST_F().
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Checks whether the given actor is currently standing in a rescue zone.
true
if the actor is standing in a rescue zone, false
otherwise. Definition at line 407 of file g_edict.h.
References Edict::inRescueZone.
Referenced by G_MatchSendResults().
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Definition at line 359 of file g_edict.h.
References STATE_INSANE.
Referenced by actorL_morale(), AI_CalcShotDamage(), AI_CheckPosition(), AI_CivilianCalcActionScore(), AI_FighterCheckShoot(), AI_FindBestFiredef(), AI_IsHostile(), AI_PanicCalcActionScore(), G_MoralePanic(), G_MoraleRage(), and ReactionFire::shoot().
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Definition at line 356 of file g_edict.h.
References STATE_PANIC.
Referenced by actorL_morale(), AI_ActorThink(), AI_CivilianCalcActionScore(), AI_PrepBestAction(), AIL_positionflee(), G_MoraleBehaviour(), and ReactionFire::shoot().
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Definition at line 358 of file g_edict.h.
References STATE_RAGE.
Referenced by actorL_morale(), AI_FighterCalcActionScore(), AI_FindBestFiredef(), G_MoraleBehaviour(), and ReactionFire::shoot().
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Definition at line 357 of file g_edict.h.
References STATE_REACTION.
Referenced by AI_FindBestFiredef(), AIL_reactionfire(), ReactionFire::canReact(), G_ClientStateChange(), and G_ReactionFireSettingsUpdate().
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Definition at line 354 of file g_edict.h.
References STATE_SHAKEN.
Referenced by G_ClientStateChange(), ReactionFire::isEnemy(), and ReactionFire::shoot().
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Definition at line 353 of file g_edict.h.
Referenced by Edict::isOpponent().
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Definition at line 355 of file g_edict.h.
References STATE_DEAD, and STATE_STUN.
Referenced by AI_CalcShotDamage(), AI_FindBestFiredef(), G_ActorCheckRevitalise(), G_ActorDie(), G_ActorDieOrStun(), G_ActorRevitalise(), G_ClientShoot(), G_MatchEndCheck(), G_TouchTriggers(), G_TreatActor(), and G_UpdateCharacterBodycount().
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Definition at line 381 of file g_edict.h.
References STATE_DAZED.
Referenced by G_ActorGiveTimeUnits().
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Definition at line 380 of file g_edict.h.
References STATE_INSANE.
Referenced by G_MoraleStopPanic(), and G_MoraleStopRage().
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Definition at line 377 of file g_edict.h.
References STATE_PANIC.
Referenced by G_MoraleStopPanic().
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Definition at line 378 of file g_edict.h.
References STATE_REACTION.
Referenced by ReactionFire::canReact(), G_ClientStateChange(), and G_Damage().
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Definition at line 375 of file g_edict.h.
References STATE_SHAKEN.
Referenced by G_ReactionFireReset(), and ReactionFire::tryToShoot().
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Definition at line 376 of file g_edict.h.
References STATE_STUN.
Referenced by G_ActorDie(), and G_ActorRevitalise().
Definition at line 387 of file g_edict.h.
Referenced by AI_InitPlayer(), and G_ClientAssignDefaultActorValues().
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Definition at line 372 of file g_edict.h.
References STATE_CROUCHED.
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Definition at line 393 of file g_edict.h.
Referenced by AI_InitPlayer(), and G_ClientAssignDefaultActorValues().
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Set the rescue zone flag.
[in] | inRescueZone_ | true if the actor is in the rescue zone, false otherwise |
Definition at line 414 of file g_edict.h.
Referenced by Reset_RescueTrigger(), and Touch_RescueTrigger().
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Definition at line 370 of file g_edict.h.
References STATE_INSANE.
Referenced by G_MoraleBehaviour().
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Definition at line 368 of file g_edict.h.
References STATE_REACTION.
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Definition at line 365 of file g_edict.h.
References STATE_SHAKEN.
Referenced by G_MoraleBehaviour().
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Definition at line 366 of file g_edict.h.
References STATE_STUN.