OpenEnroth d1a3925
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Actor Member List

This is the complete list of members for Actor, including all inherited members.

_4031C1_update_job_never_gets_called(unsigned int uActorID, signed int a2, int a3)Actorstatic
_427102_IsOkToCastSpell(SpellId spell)Actor
_4273BB_DoesHitOtherActor(Actor *defender, int a3, int a4)Actor
_43B3E0_CalcDamage(ActorAbility dmgSource)Actor
_SelectTarget(unsigned int uActorID, Pid *OutTargetPID, bool can_target_party)Actorstatic
Actor()Actorinline
Actor(int id)Actorinlineexplicit
ActorDamageFromMonster(Pid attacker_id, unsigned int actor_id, const Vec3f &pVelocity, ActorAbility a4)Actorstatic
ActorEnemy() constActorinline
ActorFriend() constActorinline
ActorHasItem() constActorinline
ActorHitOrMiss(Character *pPlayer)Actor
ActorNearby() constActorinline
AddOnDamageOverlay(unsigned int uActorID, int overlayType, int damage)Actorstatic
AggroSurroundingPeasants(unsigned int uActorID, int a2)Actorstatic
AI_Bored(unsigned int uActorID, Pid uObjID, AIDirection *a4)Actorstatic
AI_FaceObject(unsigned int uActorID, Pid uObjID, AIDirection *Dir_In)Actorstatic
AI_Flee(unsigned int uActorID, Pid edx0, Duration uActionLength, AIDirection *a4)Actorstatic
AI_MeleeAttack(unsigned int uActorID, Pid sTargetPid, AIDirection *arg0)Actorstatic
AI_MissileAttack1(unsigned int uActorID, Pid sTargetPid, AIDirection *pDir)Actorstatic
AI_MissileAttack2(unsigned int uActorID, Pid sTargetPid, AIDirection *pDir)Actorstatic
AI_Pursue1(unsigned int uActorID, Pid a2, signed int arg0, Duration uActionLength, AIDirection *pDir)Actorstatic
AI_Pursue2(unsigned int uActorID, Pid a2, Duration uActionLength, AIDirection *pDir, int a5)Actorstatic
AI_Pursue3(unsigned int uActorID, Pid a2, Duration uActionLength, AIDirection *a4)Actorstatic
AI_RandomMove(unsigned int uActor_id, Pid uTarget_id, int radius, Duration uActionLength)Actorstatic
AI_RangedAttack(unsigned int uActorID, AIDirection *a2, MonsterProjectile type, ActorAbility a4)Actorstatic
AI_SpellAttack(unsigned int uActorID, AIDirection *pDir, SpellId uSpellID, ActorAbility a4, CombinedSkillValue uSkill)Actorstatic
AI_SpellAttack1(unsigned int uActorID, Pid sTargetPid, AIDirection *pDir)Actorstatic
AI_SpellAttack2(unsigned int uActorID, Pid sTargetPid, AIDirection *pDir)Actorstatic
AI_Stand(unsigned int uActorID, Pid object_to_face_pid, Duration uActionLength, AIDirection *a4)Actorstatic
AI_StandOrBored(unsigned int uActorID, Pid uObjID, Duration uActionLength, AIDirection *a4)Actorstatic
AI_Stun(unsigned int uActorID, Pid edx0, int arg0)Actorstatic
aiStateActor
ApplyFineForKillingPeasant(unsigned int uActorID)Actorstatic
Arena_summon_actor(MonsterId monster_id, Vec3f pos)Actorstatic
ArePeasantsOfSameFaction(Actor *a1, Actor *a2)Actorstatic
attributesActor
buffsActor
CalcMagicalDamageToActor(DamageType dmgType, int incomingDmg)Actor
CanAct() constActor
carriedItemIdActor
currentActionAnimationActor
currentActionLengthActor
currentActionTimeActor
DamageMonsterFromParty(Pid a1, unsigned int uActorID_Monster, const Vec3f &pVelocity)Actorstatic
Die(unsigned int uActorID)Actorstatic
DoesDmgTypeDoDamage(DamageType uType)Actor
donebloodsplatActor
DrawHealthBar(Actor *actor, Recti window)Actorstatic
Explode(unsigned int uActorID)Actorstatic
GetActorsRelation(Actor *otherActPtr)Actor
GetDirectionInfo(Vec3f p1, Vec3f p2, AIDirection *pOut)Actorstatic
GetDirectionInfo(Pid uObj1ID, Pid uObj2ID, AIDirection *pOut, int PreferedZ)Actorstatic
GetDisplayName() constActor
GetObjDescId(SpellId spellId)Actorstatic
giveItem(signed int uActorID, ItemId uItemID, unsigned int bGive)Actorstatic
groupActor
guardingPositionActor
heightActor
hostilityGroupActor
hpActor
idActor
InitializeActors()Actorstatic
initialPositionActor
isActorKilled(ActorKillCheckPolicy policy, int param, int count)Actorstatic
IsNotAlive()Actor
IsPeasant()Actor
itemsActor
lastCharacterIdToHitActor
LootActor()Actor
MakeActorAIList_BLV()Actorstatic
MakeActorAIList_ODM()Actorstatic
massDistortionTimeActor
monsterIdActor
monsterInfoActor
moveSpeedActor
npcIdActor
pitchAngleActor
playSound(unsigned int uActorID, ActorSound uSoundID)Actorstatic
posActor
PrepareSprites(char load_sounds_if_bit1_set)Actor
radiusActor
Remove()Actor
Reset()Actor
ResetActive()Actorinline
ResetAggressor()Actorinline
ResetAnimation()Actorinline
ResetFullAiState()Actorinline
ResetHasItem()Actorinline
ResetHostile()Actorinline
ResetQueue()Actorinline
resurrect(unsigned int uActorID)Actorstatic
scheduledJobsActor
searchDeadActors(int *pTotalActors)Actorstatic
searchDeadActorsByGroup(int *pTotalActors, int group)Actorstatic
searchDeadActorsByID(int *pTotalActors, int id)Actorstatic
searchDeadActorsByMonsterID(int *pTotalActors, MonsterId monsterID)Actorstatic
sectorIdActor
SetRandomGoldIfTheresNoItem()Actor
soundSampleIdsActor
special_ability_use_check(int a2)Actor
spriteIdsActor
StandAwhile(unsigned int uActorID)Actorstatic
StealFrom(unsigned int uActorID)Actorstatic
summonerIdActor
SummonMinion(int summonerId)Actor
tetherDistanceActor
toggleFlag(signed int uActorID, ActorAttribute uFlag, bool bToggle)Actorstatic
uniqueNameIndexActor
UpdateActorAI()Actorstatic
UpdateAnimation()Actor
velocityActor
yawAngleActor