| _actions | Tactics3D::Warrior | protected |
| _attackRanges | Tactics3D::Warrior | protected |
| _cachedPointInSpread | Tactics3D::Warrior | protected |
| _counterableMoves | Tactics3D::Warrior | protected |
| _dex | Tactics3D::Warrior | protected |
| _distMovedLastPosSet | Tactics3D::Warrior | protected |
| _dmgAdj | Tactics3D::Warrior | protected |
| _end | Tactics3D::Warrior | protected |
| _evocationObjects | Tactics3D::Warrior | protected |
| _fightingStyleContexts | Tactics3D::Warrior | protected |
| _flags | Tactics3D::Warrior | protected |
| _gp | Tactics3D::Warrior | protected |
| _hasAngVelChanged | OpenSkyNet::Core::ABCObject | protected |
| _hasPosChanged | OpenSkyNet::Core::ABCObject | protected |
| _hasRotChanged | OpenSkyNet::Core::ABCObject | protected |
| _hasVelChanged | OpenSkyNet::Core::ABCObject | protected |
| _initDex | Tactics3D::Warrior | protected |
| _initEnd | Tactics3D::Warrior | protected |
| _initOD | Tactics3D::Warrior | protected |
| _initStr | Tactics3D::Warrior | protected |
| _inventory | Tactics3D::Warrior | protected |
| _isDead | Tactics3D::Warrior | protected |
| _isGrappling | Tactics3D::Warrior | protected |
| _isGrounded | Tactics3D::Warrior | protected |
| _isSmokeTest | Tactics3D::Warrior | static |
| _isTurn | Tactics3D::Warrior | protected |
| _lvl | Tactics3D::Warrior | protected |
| _movementLeftInAction | Tactics3D::Warrior | protected |
| _name | OpenSkyNet::Core::ABCObject | protected |
| _networkId | Tactics3D::Warrior | protected |
| _numRoundEndEventsSinceTempOD | Tactics3D::Warrior | protected |
| _oD | Tactics3D::Warrior | protected |
| _oO | Tactics3D::Warrior | protected |
| _otherGrappler | Tactics3D::Warrior | protected |
| _override | Tactics3D::Warrior | |
| _performEvent | Tactics3D::Warrior | protectedstatic |
| _prevOD | Tactics3D::Warrior | protected |
| _prevPos | Tactics3D::Warrior | protected |
| _pVO | Tactics3D::Warrior | protected |
| _quit | Tactics3D::Warrior | static |
| _socket | Tactics3D::RemotePC | protected |
| _specialMoveJustPerformed | Tactics3D::Warrior | protected |
| _speed | Tactics3D::Warrior | protected |
| _str | Tactics3D::Warrior | protected |
| _superPowerContexts | Tactics3D::Warrior | protected |
| _team | Tactics3D::Warrior | protected |
| ABCObject() | OpenSkyNet::Core::ABCObject | inline |
| addCounterableMove(Warrior *attacker_, SPECIAL_MOVE move_) | Tactics3D::Warrior | inlinevirtual |
| addEvocationObject(EvocationObject *evoObj_) | Tactics3D::Warrior | inline |
| addFightingStyle(FIGHTING_STYLE style_, int rank_) | Tactics3D::Warrior | |
| addSuperPower(SUPER_POWER power_) | Tactics3D::Warrior | |
| assembleActions(char(&buffer_)[MAX_STRING_SIZE], const std::vector< Warrior * > &warriors_, OpenSkyNet::Utils::uint warriorIndex_, std::list< Action * > &actions_) | Tactics3D::Warrior | static |
| assembleAttack(char(&buffer_)[MAX_STRING_SIZE], std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_) | Tactics3D::Warrior | static |
| assembleAttributes(char(&buffer_)[MAX_STRING_SIZE], std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_) | Tactics3D::Warrior | static |
| assembleMoveUpdate(char(&buffer_)[MAX_STRING_SIZE], OpenSkyNet::Utils::uint warriorIndex_, int &flags_, OpenSkyNet::Math::Point<> &pos_, OpenSkyNet::Math::Point<> &axis_, float &radians_) | Tactics3D::Warrior | static |
| canAddAction(const Tactics3D::Action *action_) const | Tactics3D::Warrior | virtual |
| canCounter(Warrior *attacker_, SPECIAL_MOVE move_) const | Tactics3D::Warrior | inlinevirtual |
| clearActions() | Tactics3D::Warrior | inline |
| clearFightingStyles() | Tactics3D::Warrior | |
| clearSuperPowers() | Tactics3D::Warrior | inline |
| disableMovement() | Tactics3D::Warrior | inline |
| doPerformAction(const Action *action_, bool &doDelay_, bool &doSubstitute_, Action *&substitute_) | Tactics3D::Warrior | virtual |
| enableMovement() | Tactics3D::Warrior | inline |
| FightingStyleContextMap typedef | Tactics3D::Warrior | |
| getActions() | Tactics3D::Warrior | inline |
| getActions() const | Tactics3D::Warrior | inline |
| getActionsBufferLen() | Tactics3D::Warrior | static |
| getAim(float spread_, OpenSkyNet::Math::Point<> &origin_, OpenSkyNet::Math::Point<> &dir_) | Tactics3D::Warrior | virtual |
| getAngVel() const | Tactics3D::Warrior | virtual |
| getAngVel(OpenSkyNet::Math::Point<> &angVel_) const | Tactics3D::Warrior | virtual |
| getAttackBufferLen() | Tactics3D::Warrior | static |
| getAttackRange(SPECIAL_MOVE specialMove_) const | Tactics3D::Warrior | virtual |
| getAttackRanges() const | Tactics3D::Warrior | inline |
| getAttributesBufferLen() | Tactics3D::Warrior | static |
| getCachedPointInSpread() | Tactics3D::Warrior | inline |
| getDex() const | Tactics3D::Warrior | inlinevirtual |
| getDist(const Warrior *warrior_) const | Tactics3D::Warrior | |
| getDmgAdj() const | Tactics3D::Warrior | inline |
| getEnd() const | Tactics3D::Warrior | inlinevirtual |
| getEntity() | Tactics3D::Warrior | inline |
| getEvocationObjects() | Tactics3D::Warrior | inline |
| getFightingStyleContexts() const | Tactics3D::Warrior | inline |
| getGP() const | Tactics3D::Warrior | inline |
| getHasAngVelChanged() const | OpenSkyNet::Core::ABCObject | inlinevirtual |
| getHasPosChanged() const | Tactics3D::Warrior | inlinevirtual |
| getHasRotChanged() const | Tactics3D::Warrior | inlinevirtual |
| getHasVelChanged() const | OpenSkyNet::Core::ABCObject | inlinevirtual |
| getInitDex() const | Tactics3D::Warrior | inlinevirtual |
| getInitEnd() const | Tactics3D::Warrior | inlinevirtual |
| getInitOD() const | Tactics3D::Warrior | inline |
| getInitStr() const | Tactics3D::Warrior | inlinevirtual |
| getInventory() const | Tactics3D::Warrior | inlinevirtual |
| getInventory() | Tactics3D::Warrior | inlinevirtual |
| getLvl() const | Tactics3D::Warrior | inline |
| getMovementLeftInAction() const | Tactics3D::Warrior | inline |
| getMoveUpdateBufferLen() | Tactics3D::Warrior | static |
| getName() const | OpenSkyNet::Core::ABCObject | inlinevirtual |
| getNetworkId() const | Tactics3D::Warrior | inline |
| getOD() const | Tactics3D::Warrior | inline |
| getOgreVisibleObject() const | Tactics3D::Warrior | inline |
| getOgreVisibleObject() | Tactics3D::Warrior | inline |
| getOO(FIGHTING_STYLE style_=HIGHEST_OO) const | Tactics3D::Warrior | inline |
| getOtherGrappler() const | Tactics3D::Warrior | inline |
| getPhysicalObject() const | Tactics3D::Warrior | inlinevirtual |
| getPhysicalObject() | Tactics3D::Warrior | inlinevirtual |
| getPointInSpread(float spread_, OpenSkyNet::Math::Point< float, 2 > &p_) | Tactics3D::Warrior | virtual |
| getPos() const | Tactics3D::Warrior | inlinevirtual |
| getPos(OpenSkyNet::Math::Point<> &pos_) const | Tactics3D::Warrior | inlinevirtual |
| getPrimaryWeapon() const | Tactics3D::Warrior | virtual |
| getPrimaryWeapon() | Tactics3D::Warrior | virtual |
| getRenderNode() | Tactics3D::Warrior | inline |
| getRot() const | Tactics3D::Warrior | inlinevirtual |
| getRot(OpenSkyNet::Math::Matrix3x3 &rot_) const | Tactics3D::Warrior | inlinevirtual |
| getSpecialMoveJustPerformed() const | Tactics3D::Warrior | inline |
| getSpeed() const | Tactics3D::Warrior | inline |
| getStr() const | Tactics3D::Warrior | inlinevirtual |
| getSuperPowerContexts() const | Tactics3D::Warrior | inline |
| getTeam() const | Tactics3D::Warrior | inline |
| getVel() const | Tactics3D::Warrior | virtual |
| getVel(OpenSkyNet::Math::Point<> &vel_) const | Tactics3D::Warrior | virtual |
| getVisibleObject() const | Tactics3D::Warrior | inlinevirtual |
| getVisibleObject() | Tactics3D::Warrior | inlinevirtual |
| grapple(Warrior *otherGrappler_) | Tactics3D::Warrior | virtual |
| handleCollisions(OpenSkyNet::Core::Object *collidee_, std::vector< OpenSkyNet::CD::HitInfo > &colliders_, float &dt_) | Tactics3D::Warrior | virtual |
| OpenSkyNet::Core::CollisionListener::handleCollisions(Object *collidee_, std::vector< CD::HitInfo > &collisions_, float &dt_) | OpenSkyNet::Core::CollisionListener | inlinevirtual |
| handleDeletedAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_) | Tactics3D::Warrior | inlinevirtual |
| handleDeletedCollisions(Object *collidee_, std::vector< Object * > &colliders_) | OpenSkyNet::Core::CollisionListener | inlinevirtual |
| handleNewAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_) | Tactics3D::Warrior | inlinevirtual |
| handleNewCollisions(Object *collidee_, std::vector< Object * > &colliders_) | OpenSkyNet::Core::CollisionListener | inlinevirtual |
| handleNonCollidingTransformApplied(OpenSkyNet::Core::Object *obj_) | Tactics3D::Warrior | virtual |
| handleOutOfGrid(OpenSkyNet::Core::Object *obj_) | Tactics3D::Warrior | virtual |
| handleWrongSidedness(Object *collidee_, std::vector< CD::HitInfo > &collisions_) | OpenSkyNet::Core::CollisionListener | inlinevirtual |
| isAlive() const | Tactics3D::Warrior | inline |
| isGrappling() const | Tactics3D::Warrior | inline |
| isGrounded() const | Tactics3D::Warrior | inline |
| isMovementEnabled() const | Tactics3D::Warrior | inline |
| isSuperPowerActive(SUPER_POWER power_) | Tactics3D::Warrior | |
| MAX_ACTIONS | Tactics3D::Warrior | static |
| MAX_FIGHTING_STYLES | Tactics3D::Warrior | static |
| MAX_SUPER_POWERS | Tactics3D::Warrior | static |
| MAX_TEAM enum value | Tactics3D::Warrior | |
| MUSICIAN enum value | Tactics3D::Warrior | |
| NO_TEAM enum value | Tactics3D::Warrior | |
| Object() | OpenSkyNet::Core::Object | inline |
| onAttack(std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_) | Tactics3D::RemotePC | virtual |
| onAttacked(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_) | Tactics3D::Warrior | inlinevirtual |
| onDefend() | Tactics3D::Warrior | inlinevirtual |
| onDefended() | Tactics3D::Warrior | virtual |
| onEvocation() | Tactics3D::RemotePC | virtual |
| onHipFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_) | Tactics3D::RemotePC | virtual |
| onIronSightsFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_) | Tactics3D::RemotePC | virtual |
| onMove() | Tactics3D::RemotePC | virtual |
| onPostPerformAction(const Action *action_) | Tactics3D::Warrior | virtual |
| onPrePerformAnyAction(const std::vector< Warrior * > &warriors_) | Tactics3D::Warrior | virtual |
| onRoundEnd() | Tactics3D::Warrior | virtual |
| PHILOSOPHER enum value | Tactics3D::Warrior | |
| recvActions(const std::vector< Warrior * > &warriors_) | Tactics3D::RemotePC | |
| recvAttack(std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_) | Tactics3D::RemotePC | protected |
| recvAttributes(OpenSkyNet::Utils::Socket *socket_) | Tactics3D::RemotePC | static |
| recvPCAttributes(void *arg) | Tactics3D::RemotePC | friend |
| RemotePC(OpenSkyNet::Utils::uint networkId_, OpenSkyNet::Core::PhysVisObject *pVO_, int gp_, int lvl_, int dex_, int str_, int end_, TEAM team_, OpenSkyNet::Utils::Socket *socket_) | Tactics3D::RemotePC | |
| resetAll(OpenSkyNet::Utils::Socket *socket_) | Tactics3D::RemotePC | static |
| serializeActions(const Warrior *warrior_, char(&buffer_)[MAX_STRING_SIZE]) | Tactics3D::Warrior | static |
| serializeAttack(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_, char(&buffer_)[MAX_STRING_SIZE]) | Tactics3D::Warrior | static |
| serializeAttributes(const Warrior *warrior_, char(&buffer_)[MAX_STRING_SIZE]) | Tactics3D::Warrior | static |
| serializeMoveUpdate(const Warrior *warrior_, int flags_, char(&buffer_)[MAX_STRING_SIZE]) | Tactics3D::Warrior | static |
| setActions() | Tactics3D::Warrior | inlinevirtual |
| setAngVel(const Math::Point<> &angVel_) | OpenSkyNet::Core::ABCObject | inlinevirtual |
| setDead() | Tactics3D::Warrior | |
| setDex(int dex_) | Tactics3D::Warrior | virtual |
| setEnd(int end_) | Tactics3D::Warrior | virtual |
| setEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_) | Tactics3D::Warrior | inlinestatic |
| setGrounded(bool isGrounded_) | Tactics3D::Warrior | |
| setHasAngVelChanged(bool val_) | OpenSkyNet::Core::ABCObject | inlinevirtual |
| setHasPosChanged(bool val_) | Tactics3D::Warrior | inlinevirtual |
| setHasRotChanged(bool val_) | Tactics3D::Warrior | inlinevirtual |
| setHasVelChanged(bool val_) | OpenSkyNet::Core::ABCObject | inlinevirtual |
| setInitDex(int dex_) | Tactics3D::Warrior | inlinevirtual |
| setInitEnd(int end_) | Tactics3D::Warrior | inlinevirtual |
| setInitStr(int str_) | Tactics3D::Warrior | inlinevirtual |
| setIsTurn(bool isTurn_) | Tactics3D::Warrior | virtual |
| setName(const std::string &name_) | OpenSkyNet::Core::ABCObject | inlinevirtual |
| setNonCollidingData(OpenSkyNet::Core::Object *obj_) | Tactics3D::Warrior | inlinevirtual |
| setPerformEvent(bool ignoreIfQuitting_) | Tactics3D::Warrior | inlinestatic |
| setPos(const OpenSkyNet::Math::Point<> &pos_) | Tactics3D::RemotePC | virtual |
| setPrimaryWeapon(IWeapon *weapon_) | Tactics3D::Warrior | virtual |
| setRot(const OpenSkyNet::Math::Matrix3x3 &rot_) | Tactics3D::Warrior | inlinevirtual |
| setSpeed(int speed_) | Tactics3D::Warrior | inline |
| setStr(int str_) | Tactics3D::Warrior | virtual |
| setSuperPowerActive(SUPER_POWER power_, const SuperPower::Warriors &targets_) | Tactics3D::Warrior | virtual |
| setTempOD(int oD_) | Tactics3D::Warrior | |
| setVel(const OpenSkyNet::Math::Point<> &vel_) | Tactics3D::Warrior | inlinevirtual |
| setVisible(bool val_) | Tactics3D::Warrior | inlinevirtual |
| snapToGrid() | Tactics3D::Warrior | |
| stopGrappling() | Tactics3D::Warrior | virtual |
| SuperPowerContextMap typedef | Tactics3D::Warrior | |
| takeDamage(int dmg_) | Tactics3D::Warrior | |
| TEAM enum name | Tactics3D::Warrior | |
| updateContinuousAction(Tactics3D::Action *&action_) | Tactics3D::Warrior | virtual |
| waitForEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_) | Tactics3D::Warrior | inlinestatic |
| waitForPerformEvent(bool ignoreIfQuitting_) | Tactics3D::Warrior | inlinestatic |
| Warrior(OpenSkyNet::Utils::uint networkId_, OpenSkyNet::Core::PhysVisObject *pVO_, int gp_, int lvl_, int dex_, int str_, int end_, TEAM team_) | Tactics3D::Warrior | |
| ~ABCObject() | OpenSkyNet::Core::ABCObject | inlinevirtual |
| ~Object() | OpenSkyNet::Core::Object | inlinevirtual |
| ~RemotePC() | Tactics3D::RemotePC | inlinevirtual |
| ~Warrior() | Tactics3D::Warrior | virtual |