_debugPlay | OpenXcom::BattlescapeGame | static |
autoEndBattle() | OpenXcom::BattlescapeGame | |
BattlescapeGame(SavedBattleGame *save, BattlescapeState *parentState) | OpenXcom::BattlescapeGame | |
cancelCurrentAction(bool bForce=false) | OpenXcom::BattlescapeGame | |
checkForCasualties(BattleItem *murderweapon, BattleUnit *origMurderer, bool hiddenExplosion=false, bool terrainExplosion=false) | OpenXcom::BattlescapeGame | |
checkForProximityGrenades(BattleUnit *unit) | OpenXcom::BattlescapeGame | |
checkReservedTU(BattleUnit *bu, int tu, bool justChecking=false) | OpenXcom::BattlescapeGame | |
cleanupDeleted() | OpenXcom::BattlescapeGame | |
convertUnit(BattleUnit *unit) | OpenXcom::BattlescapeGame | |
dropItem(Position position, BattleItem *item, bool newItem=false, bool removeItem=false) | OpenXcom::BattlescapeGame | |
findItem(BattleAction *action) | OpenXcom::BattlescapeGame | |
getCurrentAction() | OpenXcom::BattlescapeGame | |
getDepth() const | OpenXcom::BattlescapeGame | |
getKneelReserved() const | OpenXcom::BattlescapeGame | |
getMap() | OpenXcom::BattlescapeGame | |
getMod() | OpenXcom::BattlescapeGame | |
getPanicHandled() const | OpenXcom::BattlescapeGame | inline |
getPathfinding() | OpenXcom::BattlescapeGame | |
getReservedAction() | OpenXcom::BattlescapeGame | |
getSave() | OpenXcom::BattlescapeGame | |
getTileEngine() | OpenXcom::BattlescapeGame | |
handleAI(BattleUnit *unit) | OpenXcom::BattlescapeGame | |
handleNonTargetAction() | OpenXcom::BattlescapeGame | |
handleState() | OpenXcom::BattlescapeGame | |
init() | OpenXcom::BattlescapeGame | |
isBusy() const | OpenXcom::BattlescapeGame | |
kneel(BattleUnit *bu) | OpenXcom::BattlescapeGame | |
launchAction() | OpenXcom::BattlescapeGame | |
missionComplete() | OpenXcom::BattlescapeGame | |
moveUpDown(BattleUnit *unit, int dir) | OpenXcom::BattlescapeGame | |
playableUnitSelected() const | OpenXcom::BattlescapeGame | |
popState() | OpenXcom::BattlescapeGame | |
primaryAction(Position pos) | OpenXcom::BattlescapeGame | |
psiButtonAction() | OpenXcom::BattlescapeGame | |
requestEndTurn() | OpenXcom::BattlescapeGame | |
secondaryAction(Position pos) | OpenXcom::BattlescapeGame | |
setKneelReserved(bool reserved) | OpenXcom::BattlescapeGame | |
setStateInterval(Uint32 interval) | OpenXcom::BattlescapeGame | |
setTUReserved(BattleActionType tur) | OpenXcom::BattlescapeGame | |
setupCursor() | OpenXcom::BattlescapeGame | |
statePushBack(BattleState *bs) | OpenXcom::BattlescapeGame | |
statePushFront(BattleState *bs) | OpenXcom::BattlescapeGame | |
statePushNext(BattleState *bs) | OpenXcom::BattlescapeGame | |
surveyItems(BattleAction *action) | OpenXcom::BattlescapeGame | |
takeItem(BattleItem *item, BattleAction *action) | OpenXcom::BattlescapeGame | |
takeItemFromGround(BattleItem *item, BattleAction *action) | OpenXcom::BattlescapeGame | |
tallyUnits(int &liveAliens, int &liveSoldiers) | OpenXcom::BattlescapeGame | |
think() | OpenXcom::BattlescapeGame | |
worthTaking(BattleItem *item, BattleAction *action) | OpenXcom::BattlescapeGame | |
~BattlescapeGame() | OpenXcom::BattlescapeGame | |