This is the complete list of members for BladeRunner::Actor, including all inherited members.
_bbox (defined in BladeRunner::Actor) | BladeRunner::Actor | |
_clues (defined in BladeRunner::Actor) | BladeRunner::Actor | |
_combatInfo (defined in BladeRunner::Actor) | BladeRunner::Actor | |
_movementTrack (defined in BladeRunner::Actor) | BladeRunner::Actor | |
_screenRectangle (defined in BladeRunner::Actor) | BladeRunner::Actor | |
_walkInfo (defined in BladeRunner::Actor) | BladeRunner::Actor | |
acquireClue(int clueId, bool unknownFlag, int fromActorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
acquireCluesByRelations() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
Actor(BladeRunnerEngine *_vm, int actorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
addClueToDatabase(int clueId, int unknown, bool clueAcquired, bool unknownFlag, int fromActorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
angleTo(const Vector3 &target) const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
asyncWalkToWaypoint(int waypointId, int proximity, bool runFlag, bool mustReach) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
asyncWalkToXYZ(const Vector3 &destination, int proximity, bool runFlag, bool mustReach) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
canAcquireClue(int clueId) const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
changeAnimationMode(int animationMode, bool force=false) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
changeAnimationState(int animationState, int animationFrame, int animationStateNext, int animationNext) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
checkFriendlinessAndHonesty(int otherActorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
combatModeOff() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
combatModeOn(int initialState, bool rangedAttack, int enemyId, int waypointType, int animationModeCombatIdle, int animationModeCombatWalk, int animationModeCombatRun, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
copyClues(int actorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
distanceFromActor(int otherActorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
draw(Common::Rect *screenRect) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceActor(int otherActorId, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceCurrentCamera(bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceHeading(int heading, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceItem(int itemId, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceObject(const Common::String &objectName, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceWaypoint(int waypointId, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceXYZ(float x, float y, float z, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
faceXYZ(const Vector3 &pos, bool animate) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
findTargetUnderMouse(BladeRunnerEngine *vm, int mouseX, int mouseY) (defined in BladeRunner::Actor) | BladeRunner::Actor | static |
getAnimationId() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getAnimationMode() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getBoundingBox() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getCombatAggressiveness() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getCurrentHP() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getFacing() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getFlagDamageAnimIfMoving() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getFPS() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getFriendlinessToOther(int otherActorId) const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getGoal() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getHonesty() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getId() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getIntelligence() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getMaxHP() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getPosition() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getScreenRectangle() (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getSetId() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getSitcomRatio() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getStability() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getWalkbox() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
getX() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getXYZ() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getY() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
getZ() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
hasClue(int clueId) const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
inCombat() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
increaseFPS() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
isImmuneToObstacles() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
isMoving() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
isObstacleBetween(const Vector3 &target) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
isRetired() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
isRunning() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
isSpeeching() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
isTarget() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
isWalking() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
load(SaveFileReadStream &f) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalk(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, const Vector3 &start, float targetWidth, float targetSize, bool mustReach, bool *isRunningFlag, bool async) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalkToActor(int otherActorId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalkToItem(int itemId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalkToSceneObject(const Common::String &objectName, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalkToWaypoint(int waypointId, int proximity, int interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loopWalkToXYZ(const Vector3 &destination, int proximity, bool interruptible, bool runFlag, bool mustReach, bool *isRunningFlag) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
loseClue(int clueId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyCombatAggressiveness(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyCurrentHP(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyFriendlinessToOther(int otherActorId, signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyHonesty(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyIntelligence(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyMaxHP(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
modifyStability(signed int change) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
movementTrackNext(bool omitAiScript) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
movementTrackPause() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
movementTrackUnpause() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
movementTrackWaypointReached() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
mustReachWalkDestination() const (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
queryAnimationState(int *animationState, int *animationFrame, int *animationStateNext, int *animationNext) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
resetScreenRectangleAndBbox() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
retire(bool isRetired, int width, int height, int retiredByActorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
run() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
save(SaveFileWriteStream &f) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setAtWaypoint(int waypointId, int angle, bool moving, bool retired) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setAtXYZ(const Vector3 &pos, int facing, bool setFacing=true, bool moving=false, bool retired=false) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setCombatAggressiveness(int combatAggressiveness) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setCurrentHP(int hp) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setFacing(int facing, bool halfOrSet=true) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setFlagDamageAnimIfMoving(bool value) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setFPS(int fps) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setFriendlinessToOther(int otherActorId, int friendliness) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setGoal(int goalNumber) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setHealth(int hp, int maxHp) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setHonesty(int honesty) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setImmunityToObstacles(bool isImmune) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setIntelligence(int intelligence) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setInvisible(bool isInvisible) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setMoving(bool value) (defined in BladeRunner::Actor) | BladeRunner::Actor | inline |
setSetId(int setId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setStability(int stability) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setTarget(bool targetable) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
setup(int actorId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
soundPan(uint8 overrideRange=35) const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
soundVolume() const (defined in BladeRunner::Actor) | BladeRunner::Actor | |
speechPlay(int sentenceId, bool voiceOver) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
speechStop() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
stopWalking(bool value) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
tick(bool forceUpdate, Common::Rect *screenRect) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
tickCombat() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
timerLeft(int timerId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
timerReset(int timerId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
timerStart(int timerId, int32 intervalMillis) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
timersUpdate() (defined in BladeRunner::Actor) | BladeRunner::Actor | |
timerUpdate(int timerId) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
walkTo(bool runFlag, const Vector3 &destination, bool mustReach) (defined in BladeRunner::Actor) | BladeRunner::Actor | |
~Actor() (defined in BladeRunner::Actor) | BladeRunner::Actor |