OpenXcom  1.0
Open-source clone of the original X-Com
OpenXcom::BattleUnit Member List

This is the complete list of members for OpenXcom::BattleUnit, including all inherited members.

abortTurn()OpenXcom::BattleUnit
addFiringExp()OpenXcom::BattleUnit
addKillCount()OpenXcom::BattleUnit
addMeleeExp()OpenXcom::BattleUnit
addPsiSkillExp()OpenXcom::BattleUnit
addPsiStrengthExp()OpenXcom::BattleUnit
addReactionExp()OpenXcom::BattleUnit
addThrowingExp()OpenXcom::BattleUnit
addToVisibleTiles(Tile *tile)OpenXcom::BattleUnit
addToVisibleUnits(BattleUnit *unit)OpenXcom::BattleUnit
adjustStats(const StatAdjustment &adjustment)OpenXcom::BattleUnit
aim(bool aiming)OpenXcom::BattleUnit
allowReselect()OpenXcom::BattleUnit
BattleUnit(Soldier *soldier, int depth)OpenXcom::BattleUnit
BattleUnit(Unit *unit, UnitFaction faction, int id, Armor *armor, StatAdjustment *adjustment, int depth)OpenXcom::BattleUnit
breathe()OpenXcom::BattleUnit
checkAmmo()OpenXcom::BattleUnit
checkViewSector(Position pos) constOpenXcom::BattleUnit
clearVisibleTiles()OpenXcom::BattleUnit
clearVisibleUnits()OpenXcom::BattleUnit
convertToFaction(UnitFaction f)OpenXcom::BattleUnit
damage(Position relative, int power, ItemDamageType type, bool ignoreArmor=false)OpenXcom::BattleUnit
deriveRank()OpenXcom::BattleUnit
directionTo(Position point) constOpenXcom::BattleUnit
dontReselect()OpenXcom::BattleUnit
getAccuracyModifier(BattleItem *item=0)OpenXcom::BattleUnit
getActionTUs(BattleActionType actionType, BattleItem *item)OpenXcom::BattleUnit
getActiveHand() constOpenXcom::BattleUnit
getAggression() constOpenXcom::BattleUnit
getAggroSound() constOpenXcom::BattleUnit
getAIModule() constOpenXcom::BattleUnit
getArmor(UnitSide side) constOpenXcom::BattleUnit
getArmor() constOpenXcom::BattleUnit
getBaseStats()OpenXcom::BattleUnit
getBreathFrame() constOpenXcom::BattleUnit
getCache(bool *invalid, int part=0) constOpenXcom::BattleUnit
getCapturable() constOpenXcom::BattleUnit
getCarriedWeight(BattleItem *draggingItem=0) constOpenXcom::BattleUnit
getCharging()OpenXcom::BattleUnit
getCoverReserve() constOpenXcom::BattleUnit
getDeathSounds() constOpenXcom::BattleUnit
getDestination() constOpenXcom::BattleUnit
getDiagonalWalkingPhase() constOpenXcom::BattleUnit
getDirection() constOpenXcom::BattleUnit
getEnergy() constOpenXcom::BattleUnit
getFaceDirection() constOpenXcom::BattleUnit
getFaction() constOpenXcom::BattleUnit
getFallingPhase() constOpenXcom::BattleUnit
getFatalShotBodyPart() constOpenXcom::BattleUnit
getFatalShotSide() constOpenXcom::BattleUnit
getFatalWound(int part) constOpenXcom::BattleUnit
getFatalWounds() constOpenXcom::BattleUnit
getFire() constOpenXcom::BattleUnit
getFiringAccuracy(BattleActionType actionType, BattleItem *item)OpenXcom::BattleUnit
getFiringXP() constOpenXcom::BattleUnit
getFloatHeight() constOpenXcom::BattleUnit
getFloorAbove() constOpenXcom::BattleUnit
getGender() constOpenXcom::BattleUnit
getGeoscapeSoldier() constOpenXcom::BattleUnit
getGrenadeFromBelt() constOpenXcom::BattleUnit
getHealth() constOpenXcom::BattleUnit
getHeight() constOpenXcom::BattleUnit
getHitState()OpenXcom::BattleUnit
getId() constOpenXcom::BattleUnit
getIntelligence() constOpenXcom::BattleUnit
getInventory()OpenXcom::BattleUnit
getItem(RuleInventory *slot, int x=0, int y=0) constOpenXcom::BattleUnit
getItem(const std::string &slot, int x=0, int y=0) constOpenXcom::BattleUnit
getKneelHeight() constOpenXcom::BattleUnit
getLastPosition() constOpenXcom::BattleUnit
getLoftemps(int entry=0) constOpenXcom::BattleUnit
getMainHandWeapon(bool quickest=true) constOpenXcom::BattleUnit
getMaxArmor(UnitSide side) constOpenXcom::BattleUnit
getMeleeWeapon()OpenXcom::BattleUnit
getMindControllerId() constOpenXcom::BattleUnit
getMiniMapSpriteIndex() constOpenXcom::BattleUnit
getMorale() constOpenXcom::BattleUnit
getMotionPoints() constOpenXcom::BattleUnit
getMovementType() constOpenXcom::BattleUnit
getMoveSound() constOpenXcom::BattleUnit
getMurdererId() constOpenXcom::BattleUnit
getMurdererWeapon() constOpenXcom::BattleUnit
getMurdererWeaponAmmo() constOpenXcom::BattleUnit
getName(Language *lang, bool debugAppendId=false) constOpenXcom::BattleUnit
getOriginalFaction() constOpenXcom::BattleUnit
getPosition() constOpenXcom::BattleUnit
getRankInt() constOpenXcom::BattleUnit
getRankString() constOpenXcom::BattleUnit
getReactionScore()OpenXcom::BattleUnit
getRecolor() constOpenXcom::BattleUnit
getRespawn() constOpenXcom::BattleUnit
getSpawnUnit() constOpenXcom::BattleUnit
getSpecialAbility() constOpenXcom::BattleUnit
getSpecialWeapon(BattleType type) constOpenXcom::BattleUnit
getStandHeight() constOpenXcom::BattleUnit
getStatistics()OpenXcom::BattleUnit
getStatus() constOpenXcom::BattleUnit
getStunlevel() constOpenXcom::BattleUnit
getThrowingAccuracy()OpenXcom::BattleUnit
getTile() constOpenXcom::BattleUnit
getTimeUnits() constOpenXcom::BattleUnit
getTurnsSinceSpotted() constOpenXcom::BattleUnit
getTurretDirection() constOpenXcom::BattleUnit
getTurretToDirection() constOpenXcom::BattleUnit
getTurretType() constOpenXcom::BattleUnit
getType() constOpenXcom::BattleUnit
getUnitsSpottedThisTurn()OpenXcom::BattleUnit
getValue() constOpenXcom::BattleUnit
getVerticalDirection() constOpenXcom::BattleUnit
getVisible() constOpenXcom::BattleUnit
getVisibleTiles()OpenXcom::BattleUnit
getVisibleUnits()OpenXcom::BattleUnit
getWalkingPhase() constOpenXcom::BattleUnit
goToTimeOut()OpenXcom::BattleUnit
hasInventory() constOpenXcom::BattleUnit
heal(int part, int woundAmount, int healthAmount)OpenXcom::BattleUnit
healStun(int power)OpenXcom::BattleUnit
instaKill()OpenXcom::BattleUnit
invalidateCache()OpenXcom::BattleUnit
isFearable() constOpenXcom::BattleUnit
isFloating() constOpenXcom::BattleUnit
isHiding() constOpenXcom::BattleUnitinline
isInExitArea(SpecialTileType stt=START_POINT) constOpenXcom::BattleUnit
isKneeled() constOpenXcom::BattleUnit
isOut() constOpenXcom::BattleUnit
isSelectable(UnitFaction faction, bool checkReselect, bool checkInventory) constOpenXcom::BattleUnit
isWoundable() constOpenXcom::BattleUnit
keepFalling()OpenXcom::BattleUnit
keepWalking(Tile *tileBelowMe, bool cache)OpenXcom::BattleUnit
kill()OpenXcom::BattleUnit
killedBy() constOpenXcom::BattleUnit
killedBy(UnitFaction f)OpenXcom::BattleUnit
kneel(bool kneeled)OpenXcom::BattleUnit
knockOut(BattlescapeGame *battle)OpenXcom::BattleUnit
liesInExitArea(Tile *tile, SpecialTileType stt=START_POINT) constOpenXcom::BattleUnit
load(const YAML::Node &node)OpenXcom::BattleUnit
lookAt(Position point, bool turret=false)OpenXcom::BattleUnit
lookAt(int direction, bool force=false)OpenXcom::BattleUnit
moraleChange(int change)OpenXcom::BattleUnit
nerfFiringXP(int newXP)OpenXcom::BattleUnit
painKillers()OpenXcom::BattleUnit
postMissionProcedures(SavedGame *geoscape, UnitStats &statsDiff)OpenXcom::BattleUnit
prepareNewTurn(bool fullProcess=true)OpenXcom::BattleUnit
recoverTimeUnits()OpenXcom::BattleUnit
reselectAllowed() constOpenXcom::BattleUnit
resetHitState()OpenXcom::BattleUnit
save() constOpenXcom::BattleUnit
setActiveHand(const std::string &slot)OpenXcom::BattleUnit
setAIModule(AIModule *ai)OpenXcom::BattleUnit
setArmor(int armor, UnitSide side)OpenXcom::BattleUnit
setCache(Surface *cache, int part=0)OpenXcom::BattleUnit
setCharging(BattleUnit *chargeTarget)OpenXcom::BattleUnit
setCoverReserve(int reserve)OpenXcom::BattleUnit
setDirection(int direction)OpenXcom::BattleUnit
setEnergy(int energy)OpenXcom::BattleUnit
setFaceDirection(int direction)OpenXcom::BattleUnit
setFatalShotInfo(UnitSide side, UnitBodyPart bodypart)OpenXcom::BattleUnit
setFire(int fire)OpenXcom::BattleUnit
setFloorAbove(bool floor)OpenXcom::BattleUnit
setHiding(bool hiding)OpenXcom::BattleUnitinline
setMindControllerId(int id)OpenXcom::BattleUnit
setMurdererId(int id)OpenXcom::BattleUnit
setMurdererWeapon(const std::string &weapon)OpenXcom::BattleUnit
setMurdererWeaponAmmo(const std::string &weaponAmmo)OpenXcom::BattleUnit
setPosition(Position pos, bool updateLastPos=true)OpenXcom::BattleUnit
setRankInt(int rank)OpenXcom::BattleUnit
setRespawn(bool respawn)OpenXcom::BattleUnit
setSpawnUnit(const std::string &spawnUnit)OpenXcom::BattleUnit
setSpecialWeapon(SavedBattleGame *save, const Mod *mod)OpenXcom::BattleUnit
setTile(Tile *tile, Tile *tileBelow=0)OpenXcom::BattleUnit
setTimeUnits(int tu)OpenXcom::BattleUnit
setTurnsSinceSpotted(int turns)OpenXcom::BattleUnit
setTurretType(int turretType)OpenXcom::BattleUnit
setVisible(bool flag)OpenXcom::BattleUnit
spendEnergy(int tu)OpenXcom::BattleUnit
spendTimeUnits(int tu)OpenXcom::BattleUnit
startFalling()OpenXcom::BattleUnit
startWalking(int direction, Position destination, Tile *tileBelowMe, bool cache)OpenXcom::BattleUnit
stimulant(int energy, int stun)OpenXcom::BattleUnit
think(BattleAction *action)OpenXcom::BattleUnit
toggleFireDamage()OpenXcom::BattleUnit
tookFireDamage() constOpenXcom::BattleUnit
turn(bool turret=false)OpenXcom::BattleUnit
updateGeoscapeStats(Soldier *soldier) constOpenXcom::BattleUnit
~BattleUnit()OpenXcom::BattleUnit