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/ _____// |_____________ _/ |______ ____ __ __ ______
\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
\/ \/ \//_____/ \/
______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
#include <action_repair.h>
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static COrder * | NewActionAttack (const CUnit &attacker, CUnit &target) |
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static COrder * | NewActionAttack (const CUnit &attacker, const Vec2i &dest) |
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static COrder * | NewActionAttackGround (const CUnit &attacker, const Vec2i &dest) |
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static COrder * | NewActionBoard (CUnit &unit) |
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static COrder * | NewActionBuild (const CUnit &builder, const Vec2i &pos, CUnitType &building) |
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static COrder * | NewActionBuilt (CUnit &builder, CUnit &unit) |
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static COrder * | NewActionDefend (CUnit &dest) |
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static COrder * | NewActionDie () |
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static COrder * | NewActionExplore (const CUnit &unit) |
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static COrder * | NewActionFollow (CUnit &dest) |
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static COrder * | NewActionMove (const Vec2i &pos) |
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static COrder * | NewActionPatrol (const Vec2i ¤tPos, const Vec2i &dest) |
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static COrder * | NewActionRepair (CUnit &unit, CUnit &target) |
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static COrder * | NewActionRepair (const Vec2i &pos) |
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static COrder * | NewActionResearch (CUnit &unit, CUpgrade &upgrade) |
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static COrder * | NewActionResource (CUnit &harvester, const Vec2i &pos) |
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static COrder * | NewActionResource (CUnit &harvester, CUnit &mine) |
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static COrder * | NewActionReturnGoods (CUnit &harvester, CUnit *depot) |
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static COrder * | NewActionSpellCast (const SpellType &spell, const Vec2i &pos, CUnit *target, bool isAutocast=false) |
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static COrder * | NewActionStandGround () |
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static COrder * | NewActionStill () |
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static COrder * | NewActionTrain (CUnit &trainer, CUnitType &type) |
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static COrder * | NewActionTransformInto (CUnitType &type) |
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static COrder * | NewActionUpgradeTo (CUnit &unit, CUnitType &type, bool instant=false) |
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static COrder * | NewActionUnload (const Vec2i &pos, CUnit *what) |
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const unsigned char | Action |
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bool | Finished |
| global action More...
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bool | Instant |
| true when order is finish More...
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void | UpdatePathFinderData_NotCalled (PathFinderInput &input) |
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◆ COrder_Repair()
COrder_Repair::COrder_Repair |
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inline |
◆ Clone()
◆ Execute()
◆ GetGoalPos()
const Vec2i COrder_Repair::GetGoalPos |
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const |
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virtual |
Get goal position
Reimplemented from COrder.
◆ GetReparableTarget()
const CUnitPtr& COrder_Repair::GetReparableTarget |
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const |
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inline |
◆ IsValid()
bool COrder_Repair::IsValid |
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const |
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virtual |
◆ ParseSpecificData()
bool COrder_Repair::ParseSpecificData |
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lua_State * |
l, |
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int & |
j, |
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const char * |
value, |
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const CUnit & |
unit |
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) |
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virtual |
◆ Save()
◆ Show()
◆ UpdatePathFinderData()
◆ COrder::NewActionRepair [1/2]
◆ COrder::NewActionRepair [2/2]
The documentation for this class was generated from the following files:
(C) Copyright 1998-2012 by The