OpenMW
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This class holds the variables AiCombat needs which are deleted if the package becomes inactive. More...
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::CellStore * | mCell |
boost::shared_ptr< Action > | mCurrentAction |
float | mActionCooldown |
float | mStrength |
bool | mForceNoShortcut |
ESM::Position | mShortcutFailPos |
MWMechanics::Movement | mMovement |
FleeState | mFleeState |
bool | mLOS |
float | mUpdateLOSTimer |
float | mFleeBlindRunTimer |
ESM::Pathgrid::Point | mFleeDest |
This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
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inline |
bool MWMechanics::AiCombatStorage::isFleeing | ( | ) |
void MWMechanics::AiCombatStorage::startAttackIfReady | ( | const MWWorld::Ptr & | actor, |
CharacterController & | characterController, | ||
const ESM::Weapon * | weapon, | ||
bool | distantCombat | ||
) |
void MWMechanics::AiCombatStorage::startCombatMove | ( | bool | isDistantCombat, |
float | distToTarget, | ||
float | rangeAttack, | ||
const MWWorld::Ptr & | actor, | ||
const MWWorld::Ptr & | target | ||
) |
void MWMechanics::AiCombatStorage::startFleeing | ( | ) |
void MWMechanics::AiCombatStorage::stopAttack | ( | ) |
void MWMechanics::AiCombatStorage::stopCombatMove | ( | ) |
void MWMechanics::AiCombatStorage::stopFleeing | ( | ) |
void MWMechanics::AiCombatStorage::updateAttack | ( | CharacterController & | characterController | ) |
void MWMechanics::AiCombatStorage::updateCombatMove | ( | float | duration | ) |
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 |