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MWMechanics::AiCombatStorage Struct Reference

This class holds the variables AiCombat needs which are deleted if the package becomes inactive. More...

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Public Types

enum  FleeState { FleeState_None, FleeState_Idle, FleeState_RunBlindly, FleeState_RunToDestination }
 

Public Member Functions

 AiCombatStorage ()
 
void startCombatMove (bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr &actor, const MWWorld::Ptr &target)
 
void updateCombatMove (float duration)
 
void stopCombatMove ()
 
void startAttackIfReady (const MWWorld::Ptr &actor, CharacterController &characterController, const ESM::Weapon *weapon, bool distantCombat)
 
void updateAttack (CharacterController &characterController)
 
void stopAttack ()
 
void startFleeing ()
 
void stopFleeing ()
 
bool isFleeing ()
 
- Public Member Functions inherited from MWMechanics::AiTemporaryBase
virtual ~AiTemporaryBase ()
 

Public Attributes

float mAttackCooldown
 
float mTimerReact
 
float mTimerCombatMove
 
bool mReadyToAttack
 
bool mAttack
 
float mAttackRange
 
bool mCombatMove
 
osg::Vec3f mLastTargetPos
 
const MWWorld::CellStoremCell
 
boost::shared_ptr< ActionmCurrentAction
 
float mActionCooldown
 
float mStrength
 
bool mForceNoShortcut
 
ESM::Position mShortcutFailPos
 
MWMechanics::Movement mMovement
 
FleeState mFleeState
 
bool mLOS
 
float mUpdateLOSTimer
 
float mFleeBlindRunTimer
 
ESM::Pathgrid::Point mFleeDest
 

Detailed Description

This class holds the variables AiCombat needs which are deleted if the package becomes inactive.

Member Enumeration Documentation

Enumerator
FleeState_None 
FleeState_Idle 
FleeState_RunBlindly 
FleeState_RunToDestination 

Constructor & Destructor Documentation

MWMechanics::AiCombatStorage::AiCombatStorage ( )
inline

Member Function Documentation

bool MWMechanics::AiCombatStorage::isFleeing ( )

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void MWMechanics::AiCombatStorage::startAttackIfReady ( const MWWorld::Ptr actor,
CharacterController characterController,
const ESM::Weapon weapon,
bool  distantCombat 
)

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void MWMechanics::AiCombatStorage::startCombatMove ( bool  isDistantCombat,
float  distToTarget,
float  rangeAttack,
const MWWorld::Ptr actor,
const MWWorld::Ptr target 
)

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void MWMechanics::AiCombatStorage::startFleeing ( )

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void MWMechanics::AiCombatStorage::stopAttack ( )

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void MWMechanics::AiCombatStorage::stopCombatMove ( )

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void MWMechanics::AiCombatStorage::stopFleeing ( )

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void MWMechanics::AiCombatStorage::updateAttack ( CharacterController characterController)

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void MWMechanics::AiCombatStorage::updateCombatMove ( float  duration)

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Member Data Documentation

float MWMechanics::AiCombatStorage::mActionCooldown
bool MWMechanics::AiCombatStorage::mAttack
float MWMechanics::AiCombatStorage::mAttackCooldown
float MWMechanics::AiCombatStorage::mAttackRange
const MWWorld::CellStore* MWMechanics::AiCombatStorage::mCell
bool MWMechanics::AiCombatStorage::mCombatMove
boost::shared_ptr<Action> MWMechanics::AiCombatStorage::mCurrentAction
float MWMechanics::AiCombatStorage::mFleeBlindRunTimer
ESM::Pathgrid::Point MWMechanics::AiCombatStorage::mFleeDest
FleeState MWMechanics::AiCombatStorage::mFleeState
bool MWMechanics::AiCombatStorage::mForceNoShortcut
osg::Vec3f MWMechanics::AiCombatStorage::mLastTargetPos
bool MWMechanics::AiCombatStorage::mLOS
MWMechanics::Movement MWMechanics::AiCombatStorage::mMovement
bool MWMechanics::AiCombatStorage::mReadyToAttack
ESM::Position MWMechanics::AiCombatStorage::mShortcutFailPos
float MWMechanics::AiCombatStorage::mStrength
float MWMechanics::AiCombatStorage::mTimerCombatMove
float MWMechanics::AiCombatStorage::mTimerReact
float MWMechanics::AiCombatStorage::mUpdateLOSTimer

The documentation for this struct was generated from the following file: