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OpenEnroth 9cf7432
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#include <deque>#include <string>#include "Engine/Spells/SpellBuff.h"#include "Engine/Objects/Item.h"#include "Engine/Objects/Monsters.h"#include "Engine/Objects/CombinedSkillValue.h"#include "Engine/Pid.h"#include "Media/Audio/SoundEnums.h"#include "Library/Geometry/Vec.h"#include "Utility/IndexedArray.h"#include "ActorEnums.h"Classes | |
| struct | stru319 |
| struct | AIDirection |
| struct | ActorJob |
| class | Actor |
Functions | |
| bool | CheckActors_proximity () |
| void | npcSetItem (int npc, ItemId item, int a3) |
| void | toggleActorGroupFlag (unsigned int uGroupID, ActorAttribute uFlag, bool bValue) |
| bool | Detect_Between_Objects (Pid uObjID, Pid uObj2ID) |
| void | Spawn_Light_Elemental (int spell_power, Mastery caster_skill_mastery, Duration duration) |
| void | SpawnEncounter (MapInfo *pMapInfo, SpawnPoint *spawn, int monsterCatMod, int countOverride, int aggro) |
| void | evaluateAoeDamage () |
| double | sub_43AE12 (signed int a1) |
| void | ItemDamageFromActor (Pid uObjID, unsigned int uActorID, const Vec3f &pVelocity) |
| Actor * | AllocateActor (bool appendOnly) |
Variables | |
| stru319 | stru_50C198 |
| std::deque< Actor > | pActors |
| Actor * AllocateActor | ( | bool | appendOnly | ) |
Allocates a new actor in pActors array.
| appendOnly | If true, this function doesn't try to find an empty (removed) spot in the actors list, and only appends new actors to the end. |
nullptr if the actor count limit has been hit. | bool CheckActors_proximity | ( | ) |
| void evaluateAoeDamage | ( | ) |
| void npcSetItem | ( | int | npc, |
| ItemId | item, | ||
| int | a3 | ||
| ) |
| void SpawnEncounter | ( | MapInfo * | pMapInfo, |
| SpawnPoint * | spawn, | ||
| int | monsterCatMod, | ||
| int | countOverride, | ||
| int | aggro | ||
| ) |
| double sub_43AE12 | ( | signed int | a1 | ) |
| void toggleActorGroupFlag | ( | unsigned int | uGroupID, |
| ActorAttribute | uFlag, | ||
| bool | bValue | ||
| ) |
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extern |
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extern |