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float | anonymous_namespace{combat.cpp}::signedAngleRadians (const osg::Vec3f &v1, const osg::Vec3f &v2, const osg::Vec3f &normal) |
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bool | MWMechanics::applyOnStrikeEnchantment (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, const MWWorld::Ptr &object, const osg::Vec3f &hitPosition, const bool fromProjectile) |
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bool | MWMechanics::blockMeleeAttack (const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage, float attackStrength) |
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void | MWMechanics::resistNormalWeapon (const MWWorld::Ptr &actor, const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float &damage) |
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void | MWMechanics::projectileHit (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, MWWorld::Ptr weapon, const MWWorld::Ptr &projectile, const osg::Vec3f &hitPosition, float attackStrength) |
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float | MWMechanics::getHitChance (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue) |
| Get the chance (in percent) for attacker to successfully hit victim with a given weapon skill value. More...
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void | MWMechanics::applyElementalShields (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim) |
| Applies damage to attacker based on the victim's elemental shields. More...
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void | MWMechanics::reduceWeaponCondition (float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker) |
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void | MWMechanics::adjustWeaponDamage (float &damage, const MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker) |
| Adjust weapon damage based on its condition. A used weapon will be less effective. More...
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void | MWMechanics::getHandToHandDamage (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg, float attackStrength) |
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void | MWMechanics::applyFatigueLoss (const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float attackStrength) |
| Apply the fatigue loss incurred by attacking with the given weapon (weapon may be empty = hand-to-hand) More...
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bool | MWMechanics::isEnvironmentCompatible (const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim) |
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float | MWMechanics::getFightDistanceBias (const MWWorld::Ptr &actor1, const MWWorld::Ptr &actor2) |
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