| _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 | |