_________ __                 __
        /   _____//  |_____________ _/  |______     ____  __ __  ______
        \_____  \\   __\_  __ \__  \\   __\__  \   / ___\|  |  \/  ___/
        /        \|  |  |  | \// __ \|  |  / __ \_/ /_/  >  |  /\___ \
       /_______  /|__|  |__|  (____  /__| (____  /\___  /|____//____  >
               \/                  \/          \//_____/            \/
    ______________________                           ______________________
                          T H E   W A R   B E G I N S
                   Stratagus - A free fantasy real time strategy game engine

COrder_Attack Member List

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

ActionCOrder
AiUnitKilled(CUnit &unit)COrdervirtual
BestTarget(const CUnit &unit, CUnit *const target1, CUnit *const target2) constCOrder_Attack
Cancel(CUnit &unit)COrderinlinevirtual
ClearGoal()COrder
Clone() constCOrder_Attackinlinevirtual
COrder(int action)COrderinlineexplicit
COrder::NewActionAttack(const CUnit &attacker, CUnit &target)COrder_Attackfriend
COrder::NewActionAttack(const CUnit &attacker, const Vec2i &dest)COrder_Attackfriend
COrder::NewActionAttackGround(const CUnit &attacker, const Vec2i &dest)COrder_Attackfriend
COrder_Attack(bool ground)COrder_Attackinlineexplicit
Execute(CUnit &unit)COrder_Attackvirtual
FillSeenValues(CUnit &unit) constCOrdervirtual
FinishedCOrder
GetGoal() constCOrderinline
GetGoalPos() constCOrder_Attackinlinevirtual
HasGoal() constCOrderinline
InstantCOrder
IsAttackGroundOrWall() constCOrder_Attack
IsAutoTargeting() constCOrder_Attack
IsMovingToAttackPos() constCOrder_Attack
IsTargetTooClose(const CUnit &unit) constCOrder_Attack
IsValid() constCOrder_Attackvirtual
IsWeakTargetSelected() constCOrder_Attack
NewActionAttack(const CUnit &attacker, CUnit &target)COrderstatic
NewActionAttack(const CUnit &attacker, const Vec2i &dest)COrderstatic
NewActionAttackGround(const CUnit &attacker, const Vec2i &dest)COrderstatic
NewActionBoard(CUnit &unit)COrderstatic
NewActionBuild(const CUnit &builder, const Vec2i &pos, CUnitType &building)COrderstatic
NewActionBuilt(CUnit &builder, CUnit &unit)COrderstatic
NewActionDefend(CUnit &dest)COrderstatic
NewActionDie()COrderstatic
NewActionExplore(const CUnit &unit)COrderstatic
NewActionFollow(CUnit &dest)COrderstatic
NewActionMove(const Vec2i &pos)COrderstatic
NewActionPatrol(const Vec2i &currentPos, const Vec2i &dest)COrderstatic
NewActionRepair(CUnit &unit, CUnit &target)COrderstatic
NewActionRepair(const Vec2i &pos)COrderstatic
NewActionResearch(CUnit &unit, CUpgrade &upgrade)COrderstatic
NewActionResource(CUnit &harvester, const Vec2i &pos)COrderstatic
NewActionResource(CUnit &harvester, CUnit &mine)COrderstatic
NewActionReturnGoods(CUnit &harvester, CUnit *depot)COrderstatic
NewActionSpellCast(const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false)COrderstatic
NewActionStandGround()COrderstatic
NewActionStill()COrderstatic
NewActionTrain(CUnit &trainer, CUnitType &type)COrderstatic
NewActionTransformInto(CUnitType &type)COrderstatic
NewActionUnload(const Vec2i &pos, CUnit *what)COrderstatic
NewActionUpgradeTo(CUnit &unit, CUnitType &type, bool instant=false)COrderstatic
OfferNewTarget(const CUnit &unit, CUnit *const target)COrder_Attack
OnAiHitUnit(CUnit &unit, CUnit *attacker, int)COrder_Attackvirtual
OnAnimationAttack(CUnit &unit)COrder_Attackvirtual
ParseGenericData(lua_State *l, int &j, const char *value)COrder
ParseSpecificData(lua_State *l, int &j, const char *value, const CUnit &unit)COrder_Attackvirtual
Save(CFile &file, const CUnit &unit) constCOrder_Attackvirtual
SetGoal(CUnit *const new_goal)COrder
Show(const CViewport &vp, const PixelPos &lastScreenPos) constCOrder_Attackvirtual
UpdatePathFinderData(PathFinderInput &input)COrder_Attackvirtual
UpdatePathFinderData_NotCalled(PathFinderInput &input)COrderprotected
UpdateUnitVariables(CUnit &unit) constCOrderinlinevirtual
~COrder()COrdervirtual
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