OpenMW
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#include "actors.hpp"
#include <typeinfo>
#include <iostream>
#include <components/esm/esmreader.hpp>
#include <components/esm/esmwriter.hpp>
#include <components/esm/loadnpc.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwworld/esmstore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/player.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/statemanager.hpp"
#include "spellcasting.hpp"
#include "npcstats.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "character.hpp"
#include "aicombat.hpp"
#include "aicombataction.hpp"
#include "aifollow.hpp"
#include "aipursue.hpp"
#include "actor.hpp"
#include "summoning.hpp"
#include "combat.hpp"
#include "actorutil.hpp"
Classes | |
class | anonymous_namespace{actors.cpp}::CheckActorCommanded |
class | MWMechanics::SoulTrap |
class | MWMechanics::ExpiryVisitor |
Namespaces | |
anonymous_namespace{actors.cpp} | |
MWMechanics | |
Game mechanics and NPC-AI. | |
Functions | |
bool | anonymous_namespace{actors.cpp}::isConscious (const MWWorld::Ptr &ptr) |
void | anonymous_namespace{actors.cpp}::adjustBoundItem (const std::string &item, bool bound, const MWWorld::Ptr &actor) |
void | anonymous_namespace{actors.cpp}::adjustCommandedActor (const MWWorld::Ptr &actor) |
void | anonymous_namespace{actors.cpp}::getRestorationPerHourOfSleep (const MWWorld::Ptr &ptr, float &health, float &magicka) |
Variables | |
const float | MWMechanics::aiProcessingDistance = 7168 |
const float | MWMechanics::sqrAiProcessingDistance = aiProcessingDistance*aiProcessingDistance |