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::PowerSlam Member List

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

_idTactics3D::SpecialMove
_nameTactics3D::SpecialMove
_styleTactics3D::SpecialMove
canMoveInSameRound() const Tactics3D::SpecialMoveinlinevirtual
canRotate() const Tactics3D::SpecialMoveinlinevirtual
canTranslate() const Tactics3D::SpecialMoveinlinevirtual
doesMoveCurrCamToWarriorPOV(const Warrior *attacker_) const Tactics3D::SpecialMoveinlinevirtual
formatSpecialMoveParams(int OOAdj_, int ODAdj_, int DmgAdj_, std::vector< OpenSkyNet::Utils::TaggedUnion > &specialMoveParams_) const Tactics3D::SpecialMoveinlinevirtual
getAnimationName(char *buffer_, int bufferLen_) const Tactics3D::SpecialMoveinlinevirtual
getDmgAdj(const Warrior *attacker_, int OOAdj_, int &min_, int &max_) const Tactics3D::SpecialMoveinlinevirtual
getNumDefenders(const Warrior *attacker_) const Tactics3D::SpecialMoveinlinevirtual
getODAdj(const Warrior *attacker_, int &min_, int &max_) const Tactics3D::SpecialMoveinlinevirtual
getOOAdj(const Warrior *attacker_, int &min_, int &max_) const Tactics3D::PowerSlamvirtual
getPlayerInfo(const Warrior *attacker_, char *buffer_, int bufferLen_) const Tactics3D::PowerSlamvirtual
getPrePerformInfo(char *buffer_, int bufferLen_) const Tactics3D::SpecialMoveinlinevirtual
PowerSlam()Tactics3D::PowerSlaminline
SpecialMove(FIGHTING_STYLE style_, SPECIAL_MOVE id_, const std::string &name_)Tactics3D::SpecialMoveinline
use(Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, SpecialMoveAction *specialMoveAction_) const Tactics3D::PowerSlamvirtual
Tactics3D::SpecialMove::use(const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, SpecialMoveAction *specialMoveAction_) const Tactics3D::SpecialMoveinlinevirtual
Tactics3D::SpecialMove::use(Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, const std::vector< OpenSkyNet::Utils::TaggedUnion > &params_, SpecialMoveAction *specialMoveAction_) const Tactics3D::SpecialMoveinlinevirtual
Tactics3D::SpecialMove::use(const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, const std::vector< OpenSkyNet::Utils::TaggedUnion > &params_, SpecialMoveAction *specialMoveAction_) const Tactics3D::SpecialMoveinlinevirtual
~SpecialMove()Tactics3D::SpecialMoveinlinevirtual