OpenMW
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Properties Friends Macros Groups Pages
MWMechanics::Actors Member List

This is the complete list of members for MWMechanics::Actors, including all inherited members.

Actors()MWMechanics::Actors
addActor(const MWWorld::Ptr &ptr, bool updateImmediately=false)MWMechanics::Actors
adjustMagicEffects(const MWWorld::Ptr &creature)MWMechanics::Actorsprivate
begin()MWMechanics::Actorsinline
calculateCreatureStatModifiers(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
calculateDynamicStats(const MWWorld::Ptr &ptr)MWMechanics::Actorsprivate
calculateNpcStatModifiers(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
calculateRestoration(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
checkAnimationPlaying(const MWWorld::Ptr &ptr, const std::string &groupName)MWMechanics::Actors
cleanupSummonedCreature(CreatureStats &casterStats, int creatureActorId)MWMechanics::Actors
clear()MWMechanics::Actors
countDeaths(const std::string &id) const MWMechanics::Actors
dropActors(const MWWorld::CellStore *cellStore, const MWWorld::Ptr &ignore)MWMechanics::Actors
end()MWMechanics::Actorsinline
engageCombat(const MWWorld::Ptr &actor1, const MWWorld::Ptr &actor2, bool againstPlayer)MWMechanics::Actors
fastForwardAi()MWMechanics::Actors
forceStateUpdate(const MWWorld::Ptr &ptr)MWMechanics::Actors
getActorsFighting(const MWWorld::Ptr &actor)MWMechanics::Actors
getActorsFollowing(const MWWorld::Ptr &actor)MWMechanics::Actors
getActorsFollowing(const MWWorld::Ptr &actor, std::set< MWWorld::Ptr > &out)MWMechanics::Actors
getActorsFollowingIndices(const MWWorld::Ptr &actor)MWMechanics::Actors
getActorsSidingWith(const MWWorld::Ptr &actor)MWMechanics::Actors
getActorsSidingWith(const MWWorld::Ptr &actor, std::set< MWWorld::Ptr > &out)MWMechanics::Actors
getEnemiesNearby(const MWWorld::Ptr &actor)MWMechanics::Actors
getHoursToRest(const MWWorld::Ptr &ptr) const MWMechanics::Actors
getObjectsInRange(const osg::Vec3f &position, float radius, std::vector< MWWorld::Ptr > &out)MWMechanics::Actors
isReadyToBlock(const MWWorld::Ptr &ptr) const MWMechanics::Actors
killDeadActors()MWMechanics::Actorsprivate
mActorsMWMechanics::Actorsprivate
mDeathCountMWMechanics::Actorsprivate
persistAnimationStates()MWMechanics::Actors
playAnimationGroup(const MWWorld::Ptr &ptr, const std::string &groupName, int mode, int number, bool persist=false)MWMechanics::Actors
PtrActorMap typedefMWMechanics::Actors
purgeSpellEffects(int casterActorId)MWMechanics::Actorsprivate
readRecord(ESM::ESMReader &reader, uint32_t type)MWMechanics::Actors
removeActor(const MWWorld::Ptr &ptr)MWMechanics::Actors
rest(bool sleep)MWMechanics::Actors
restoreDynamicStats(const MWWorld::Ptr &actor, bool sleep)MWMechanics::Actors
skipAnimation(const MWWorld::Ptr &ptr)MWMechanics::Actors
update(float duration, bool paused)MWMechanics::Actors
updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)MWMechanics::Actors
updateActor(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actors
updateCrimePersuit(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
updateDrowning(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
updateEquippedLight(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
updateHeadTracking(const MWWorld::Ptr &actor, const MWWorld::Ptr &targetActor, MWWorld::Ptr &headTrackTarget, float &sqrHeadTrackDistance)MWMechanics::Actors
updateMagicEffects(const MWWorld::Ptr &ptr)MWMechanics::Actors
updateNpc(const MWWorld::Ptr &ptr, float duration)MWMechanics::Actorsprivate
write(ESM::ESMWriter &writer, Loading::Listener &listener) const MWMechanics::Actors
~Actors()MWMechanics::Actors