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 |