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OpenXcom
1.0
Open-source clone of the original X-Com
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This is the complete list of members for OpenXcom::TileEngine, including all inherited members.
| applyGravity(Tile *t) | OpenXcom::TileEngine | |
| calculateFOV(BattleUnit *unit) | OpenXcom::TileEngine | |
| calculateFOV(Position position) | OpenXcom::TileEngine | |
| calculateLine(Position origin, Position target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, bool doVoxelCheck=true, bool onlyVisible=false, BattleUnit *excludeAllBut=0) | OpenXcom::TileEngine | |
| calculateParabola(Position origin, Position target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, double curvature, const Position delta) | OpenXcom::TileEngine | |
| calculateSunShading() | OpenXcom::TileEngine | |
| calculateSunShading(Tile *tile) | OpenXcom::TileEngine | |
| calculateTerrainLighting() | OpenXcom::TileEngine | |
| calculateUnitLighting() | OpenXcom::TileEngine | |
| canTargetTile(Position *originVoxel, Tile *tile, int part, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles) | OpenXcom::TileEngine | |
| canTargetUnit(Position *originVoxel, Tile *tile, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles, BattleUnit *potentialUnit=0) | OpenXcom::TileEngine | |
| castedShade(Position voxel) | OpenXcom::TileEngine | |
| checkAdjacentDoors(const Position &pos, TilePart part) | OpenXcom::TileEngine | |
| checkForTerrainExplosions() | OpenXcom::TileEngine | |
| checkReactionFire(BattleUnit *unit) | OpenXcom::TileEngine | |
| checkVoxelExposure(Position *originVoxel, Tile *tile, BattleUnit *excludeUnit, BattleUnit *excludeAllBut) | OpenXcom::TileEngine | |
| closeUfoDoors() | OpenXcom::TileEngine | |
| determineReactionType(BattleUnit *unit, BattleUnit *target) | OpenXcom::TileEngine | |
| detonate(Tile *tile) | OpenXcom::TileEngine | |
| distance(Position pos1, Position pos2) const | OpenXcom::TileEngine | |
| distanceSq(Position pos1, Position pos2, bool considerZ=true) const | OpenXcom::TileEngine | |
| explode(Position center, int power, ItemDamageType type, int maxRadius, BattleUnit *unit=0) | OpenXcom::TileEngine | |
| faceWindow(Position position) | OpenXcom::TileEngine | |
| getDirectionTo(Position origin, Position target) const | OpenXcom::TileEngine | |
| getOriginVoxel(BattleAction &action, Tile *tile) | OpenXcom::TileEngine | |
| getReactor(std::vector< std::pair< BattleUnit *, int > > spotters, int &attackType, BattleUnit *unit) | OpenXcom::TileEngine | |
| getSightOriginVoxel(BattleUnit *currentUnit) | OpenXcom::TileEngine | |
| getSpottingUnits(BattleUnit *unit) | OpenXcom::TileEngine | |
| hit(Position center, int power, ItemDamageType type, BattleUnit *unit) | OpenXcom::TileEngine | |
| horizontalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false) | OpenXcom::TileEngine | |
| isVoxelVisible(Position voxel) | OpenXcom::TileEngine | |
| recalculateFOV() | OpenXcom::TileEngine | |
| setDangerZone(const Position &pos, int radius, BattleUnit *unit) | OpenXcom::TileEngine | |
| TileEngine(SavedBattleGame *save, std::vector< Uint16 > *voxelData) | OpenXcom::TileEngine | |
| togglePersonalLighting() | OpenXcom::TileEngine | |
| tryReaction(BattleUnit *unit, BattleUnit *target, int attackType) | OpenXcom::TileEngine | |
| unitOpensDoor(BattleUnit *unit, bool rClick=false, int dir=-1) | OpenXcom::TileEngine | |
| validateThrow(BattleAction &action, Position originVoxel, Position targetVoxel, double *curve=0, int *voxelType=0, bool forced=false) | OpenXcom::TileEngine | |
| validMeleeRange(BattleUnit *attacker, BattleUnit *target, int dir) | OpenXcom::TileEngine | |
| validMeleeRange(const Position &pos, int direction, BattleUnit *attacker, BattleUnit *target, Position *dest, bool preferEnemy=true) | OpenXcom::TileEngine | |
| verticalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false) | OpenXcom::TileEngine | |
| visible(BattleUnit *currentUnit, Tile *tile) | OpenXcom::TileEngine | |
| voxelCheck(Position voxel, BattleUnit *excludeUnit, bool excludeAllUnits=false, bool onlyVisible=false, BattleUnit *excludeAllBut=0) | OpenXcom::TileEngine | |
| voxelCheckFlush() | OpenXcom::TileEngine | |
| ~TileEngine() | OpenXcom::TileEngine |
1.8.14