Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
Tactics3D::RemotePC Member List

This is the complete list of members for Tactics3D::RemotePC, including all inherited members.

_actionsTactics3D::Warriorprotected
_attackRangesTactics3D::Warriorprotected
_cachedPointInSpreadTactics3D::Warriorprotected
_counterableMovesTactics3D::Warriorprotected
_dexTactics3D::Warriorprotected
_distMovedLastPosSetTactics3D::Warriorprotected
_dmgAdjTactics3D::Warriorprotected
_endTactics3D::Warriorprotected
_evocationObjectsTactics3D::Warriorprotected
_fightingStyleContextsTactics3D::Warriorprotected
_flagsTactics3D::Warriorprotected
_gpTactics3D::Warriorprotected
_hasAngVelChangedOpenSkyNet::Core::ABCObjectprotected
_hasPosChangedOpenSkyNet::Core::ABCObjectprotected
_hasRotChangedOpenSkyNet::Core::ABCObjectprotected
_hasVelChangedOpenSkyNet::Core::ABCObjectprotected
_initDexTactics3D::Warriorprotected
_initEndTactics3D::Warriorprotected
_initODTactics3D::Warriorprotected
_initStrTactics3D::Warriorprotected
_inventoryTactics3D::Warriorprotected
_isDeadTactics3D::Warriorprotected
_isGrapplingTactics3D::Warriorprotected
_isGroundedTactics3D::Warriorprotected
_isSmokeTestTactics3D::Warriorstatic
_isTurnTactics3D::Warriorprotected
_lvlTactics3D::Warriorprotected
_movementLeftInActionTactics3D::Warriorprotected
_nameOpenSkyNet::Core::ABCObjectprotected
_networkIdTactics3D::Warriorprotected
_numRoundEndEventsSinceTempODTactics3D::Warriorprotected
_oDTactics3D::Warriorprotected
_oOTactics3D::Warriorprotected
_otherGrapplerTactics3D::Warriorprotected
_overrideTactics3D::Warrior
_performEventTactics3D::Warriorprotectedstatic
_prevODTactics3D::Warriorprotected
_prevPosTactics3D::Warriorprotected
_pVOTactics3D::Warriorprotected
_quitTactics3D::Warriorstatic
_socketTactics3D::RemotePCprotected
_specialMoveJustPerformedTactics3D::Warriorprotected
_speedTactics3D::Warriorprotected
_strTactics3D::Warriorprotected
_superPowerContextsTactics3D::Warriorprotected
_teamTactics3D::Warriorprotected
ABCObject()OpenSkyNet::Core::ABCObjectinline
addCounterableMove(Warrior *attacker_, SPECIAL_MOVE move_)Tactics3D::Warriorinlinevirtual
addEvocationObject(EvocationObject *evoObj_)Tactics3D::Warriorinline
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::Warriorstatic
assembleAttack(char(&buffer_)[MAX_STRING_SIZE], std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)Tactics3D::Warriorstatic
assembleAttributes(char(&buffer_)[MAX_STRING_SIZE], std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)Tactics3D::Warriorstatic
assembleMoveUpdate(char(&buffer_)[MAX_STRING_SIZE], OpenSkyNet::Utils::uint warriorIndex_, int &flags_, OpenSkyNet::Math::Point<> &pos_, OpenSkyNet::Math::Point<> &axis_, float &radians_)Tactics3D::Warriorstatic
canAddAction(const Tactics3D::Action *action_) const Tactics3D::Warriorvirtual
canCounter(Warrior *attacker_, SPECIAL_MOVE move_) const Tactics3D::Warriorinlinevirtual
clearActions()Tactics3D::Warriorinline
clearFightingStyles()Tactics3D::Warrior
clearSuperPowers()Tactics3D::Warriorinline
disableMovement()Tactics3D::Warriorinline
doPerformAction(const Action *action_, bool &doDelay_, bool &doSubstitute_, Action *&substitute_)Tactics3D::Warriorvirtual
enableMovement()Tactics3D::Warriorinline
FightingStyleContextMap typedefTactics3D::Warrior
getActions()Tactics3D::Warriorinline
getActions() const Tactics3D::Warriorinline
getActionsBufferLen()Tactics3D::Warriorstatic
getAim(float spread_, OpenSkyNet::Math::Point<> &origin_, OpenSkyNet::Math::Point<> &dir_)Tactics3D::Warriorvirtual
getAngVel() const Tactics3D::Warriorvirtual
getAngVel(OpenSkyNet::Math::Point<> &angVel_) const Tactics3D::Warriorvirtual
getAttackBufferLen()Tactics3D::Warriorstatic
getAttackRange(SPECIAL_MOVE specialMove_) const Tactics3D::Warriorvirtual
getAttackRanges() const Tactics3D::Warriorinline
getAttributesBufferLen()Tactics3D::Warriorstatic
getCachedPointInSpread()Tactics3D::Warriorinline
getDex() const Tactics3D::Warriorinlinevirtual
getDist(const Warrior *warrior_) const Tactics3D::Warrior
getDmgAdj() const Tactics3D::Warriorinline
getEnd() const Tactics3D::Warriorinlinevirtual
getEntity()Tactics3D::Warriorinline
getEvocationObjects()Tactics3D::Warriorinline
getFightingStyleContexts() const Tactics3D::Warriorinline
getGP() const Tactics3D::Warriorinline
getHasAngVelChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getHasPosChanged() const Tactics3D::Warriorinlinevirtual
getHasRotChanged() const Tactics3D::Warriorinlinevirtual
getHasVelChanged() const OpenSkyNet::Core::ABCObjectinlinevirtual
getInitDex() const Tactics3D::Warriorinlinevirtual
getInitEnd() const Tactics3D::Warriorinlinevirtual
getInitOD() const Tactics3D::Warriorinline
getInitStr() const Tactics3D::Warriorinlinevirtual
getInventory() const Tactics3D::Warriorinlinevirtual
getInventory()Tactics3D::Warriorinlinevirtual
getLvl() const Tactics3D::Warriorinline
getMovementLeftInAction() const Tactics3D::Warriorinline
getMoveUpdateBufferLen()Tactics3D::Warriorstatic
getName() const OpenSkyNet::Core::ABCObjectinlinevirtual
getNetworkId() const Tactics3D::Warriorinline
getOD() const Tactics3D::Warriorinline
getOgreVisibleObject() const Tactics3D::Warriorinline
getOgreVisibleObject()Tactics3D::Warriorinline
getOO(FIGHTING_STYLE style_=HIGHEST_OO) const Tactics3D::Warriorinline
getOtherGrappler() const Tactics3D::Warriorinline
getPhysicalObject() const Tactics3D::Warriorinlinevirtual
getPhysicalObject()Tactics3D::Warriorinlinevirtual
getPointInSpread(float spread_, OpenSkyNet::Math::Point< float, 2 > &p_)Tactics3D::Warriorvirtual
getPos() const Tactics3D::Warriorinlinevirtual
getPos(OpenSkyNet::Math::Point<> &pos_) const Tactics3D::Warriorinlinevirtual
getPrimaryWeapon() const Tactics3D::Warriorvirtual
getPrimaryWeapon()Tactics3D::Warriorvirtual
getRenderNode()Tactics3D::Warriorinline
getRot() const Tactics3D::Warriorinlinevirtual
getRot(OpenSkyNet::Math::Matrix3x3 &rot_) const Tactics3D::Warriorinlinevirtual
getSpecialMoveJustPerformed() const Tactics3D::Warriorinline
getSpeed() const Tactics3D::Warriorinline
getStr() const Tactics3D::Warriorinlinevirtual
getSuperPowerContexts() const Tactics3D::Warriorinline
getTeam() const Tactics3D::Warriorinline
getVel() const Tactics3D::Warriorvirtual
getVel(OpenSkyNet::Math::Point<> &vel_) const Tactics3D::Warriorvirtual
getVisibleObject() const Tactics3D::Warriorinlinevirtual
getVisibleObject()Tactics3D::Warriorinlinevirtual
grapple(Warrior *otherGrappler_)Tactics3D::Warriorvirtual
handleCollisions(OpenSkyNet::Core::Object *collidee_, std::vector< OpenSkyNet::CD::HitInfo > &colliders_, float &dt_)Tactics3D::Warriorvirtual
OpenSkyNet::Core::CollisionListener::handleCollisions(Object *collidee_, std::vector< CD::HitInfo > &collisions_, float &dt_)OpenSkyNet::Core::CollisionListenerinlinevirtual
handleDeletedAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_)Tactics3D::Warriorinlinevirtual
handleDeletedCollisions(Object *collidee_, std::vector< Object * > &colliders_)OpenSkyNet::Core::CollisionListenerinlinevirtual
handleNewAttackRangeCollisions(AttackRange *collidee_, std::vector< OpenSkyNet::Core::Object * > &colliders_)Tactics3D::Warriorinlinevirtual
handleNewCollisions(Object *collidee_, std::vector< Object * > &colliders_)OpenSkyNet::Core::CollisionListenerinlinevirtual
handleNonCollidingTransformApplied(OpenSkyNet::Core::Object *obj_)Tactics3D::Warriorvirtual
handleOutOfGrid(OpenSkyNet::Core::Object *obj_)Tactics3D::Warriorvirtual
handleWrongSidedness(Object *collidee_, std::vector< CD::HitInfo > &collisions_)OpenSkyNet::Core::CollisionListenerinlinevirtual
isAlive() const Tactics3D::Warriorinline
isGrappling() const Tactics3D::Warriorinline
isGrounded() const Tactics3D::Warriorinline
isMovementEnabled() const Tactics3D::Warriorinline
isSuperPowerActive(SUPER_POWER power_)Tactics3D::Warrior
MAX_ACTIONSTactics3D::Warriorstatic
MAX_FIGHTING_STYLESTactics3D::Warriorstatic
MAX_SUPER_POWERSTactics3D::Warriorstatic
MAX_TEAM enum valueTactics3D::Warrior
MUSICIAN enum valueTactics3D::Warrior
NO_TEAM enum valueTactics3D::Warrior
Object()OpenSkyNet::Core::Objectinline
onAttack(std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)Tactics3D::RemotePCvirtual
onAttacked(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)Tactics3D::Warriorinlinevirtual
onDefend()Tactics3D::Warriorinlinevirtual
onDefended()Tactics3D::Warriorvirtual
onEvocation()Tactics3D::RemotePCvirtual
onHipFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_)Tactics3D::RemotePCvirtual
onIronSightsFire(OpenSkyNet::Core::Object *intendedTarget_, Action *action_)Tactics3D::RemotePCvirtual
onMove()Tactics3D::RemotePCvirtual
onPostPerformAction(const Action *action_)Tactics3D::Warriorvirtual
onPrePerformAnyAction(const std::vector< Warrior * > &warriors_)Tactics3D::Warriorvirtual
onRoundEnd()Tactics3D::Warriorvirtual
PHILOSOPHER enum valueTactics3D::Warrior
recvActions(const std::vector< Warrior * > &warriors_)Tactics3D::RemotePC
recvAttack(std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_)Tactics3D::RemotePCprotected
recvAttributes(OpenSkyNet::Utils::Socket *socket_)Tactics3D::RemotePCstatic
recvPCAttributes(void *arg)Tactics3D::RemotePCfriend
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::RemotePCstatic
serializeActions(const Warrior *warrior_, char(&buffer_)[MAX_STRING_SIZE])Tactics3D::Warriorstatic
serializeAttack(const std::vector< OpenSkyNet::Utils::TaggedUnion > &eventParams_, char(&buffer_)[MAX_STRING_SIZE])Tactics3D::Warriorstatic
serializeAttributes(const Warrior *warrior_, char(&buffer_)[MAX_STRING_SIZE])Tactics3D::Warriorstatic
serializeMoveUpdate(const Warrior *warrior_, int flags_, char(&buffer_)[MAX_STRING_SIZE])Tactics3D::Warriorstatic
setActions()Tactics3D::Warriorinlinevirtual
setAngVel(const Math::Point<> &angVel_)OpenSkyNet::Core::ABCObjectinlinevirtual
setDead()Tactics3D::Warrior
setDex(int dex_)Tactics3D::Warriorvirtual
setEnd(int end_)Tactics3D::Warriorvirtual
setEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_)Tactics3D::Warriorinlinestatic
setGrounded(bool isGrounded_)Tactics3D::Warrior
setHasAngVelChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setHasPosChanged(bool val_)Tactics3D::Warriorinlinevirtual
setHasRotChanged(bool val_)Tactics3D::Warriorinlinevirtual
setHasVelChanged(bool val_)OpenSkyNet::Core::ABCObjectinlinevirtual
setInitDex(int dex_)Tactics3D::Warriorinlinevirtual
setInitEnd(int end_)Tactics3D::Warriorinlinevirtual
setInitStr(int str_)Tactics3D::Warriorinlinevirtual
setIsTurn(bool isTurn_)Tactics3D::Warriorvirtual
setName(const std::string &name_)OpenSkyNet::Core::ABCObjectinlinevirtual
setNonCollidingData(OpenSkyNet::Core::Object *obj_)Tactics3D::Warriorinlinevirtual
setPerformEvent(bool ignoreIfQuitting_)Tactics3D::Warriorinlinestatic
setPos(const OpenSkyNet::Math::Point<> &pos_)Tactics3D::RemotePCvirtual
setPrimaryWeapon(IWeapon *weapon_)Tactics3D::Warriorvirtual
setRot(const OpenSkyNet::Math::Matrix3x3 &rot_)Tactics3D::Warriorinlinevirtual
setSpeed(int speed_)Tactics3D::Warriorinline
setStr(int str_)Tactics3D::Warriorvirtual
setSuperPowerActive(SUPER_POWER power_, const SuperPower::Warriors &targets_)Tactics3D::Warriorvirtual
setTempOD(int oD_)Tactics3D::Warrior
setVel(const OpenSkyNet::Math::Point<> &vel_)Tactics3D::Warriorinlinevirtual
setVisible(bool val_)Tactics3D::Warriorinlinevirtual
snapToGrid()Tactics3D::Warrior
stopGrappling()Tactics3D::Warriorvirtual
SuperPowerContextMap typedefTactics3D::Warrior
takeDamage(int dmg_)Tactics3D::Warrior
TEAM enum nameTactics3D::Warrior
updateContinuousAction(Tactics3D::Action *&action_)Tactics3D::Warriorvirtual
waitForEvent(OpenSkyNet::Utils::SyncEvent &event_, bool ignoreIfQuitting_)Tactics3D::Warriorinlinestatic
waitForPerformEvent(bool ignoreIfQuitting_)Tactics3D::Warriorinlinestatic
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::ABCObjectinlinevirtual
~Object()OpenSkyNet::Core::Objectinlinevirtual
~RemotePC()Tactics3D::RemotePCinlinevirtual
~Warrior()Tactics3D::Warriorvirtual