Actor_action() | Actor_action | [inline] |
Approach_actor_action(PathFinder *p, Game_object *d) | Approach_actor_action | |
as_usecode_path() | Actor_action | [inline, virtual] |
check_step | Approach_actor_action | [private] |
create_action_sequence(Actor *actor, Tile_coord dest, Actor_action *when_there, bool from_off_screen=false) | Actor_action | [static] |
create_path(Tile_coord src, Tile_coord dest, Pathfinder_client &cost) | Path_walking_actor_action | [static] |
cur_step | Approach_actor_action | [private] |
dest_obj | Approach_actor_action | [private] |
following_smart_path() | Path_walking_actor_action | [virtual] |
get_dest(Tile_coord &dest) | Path_walking_actor_action | [virtual] |
get_party | Actor_action | [protected] |
handle_event(Actor *actor) | Approach_actor_action | [virtual] |
handle_event_safely(Actor *actor, bool &deleted) | Actor_action | |
open_door(Actor *actor, Game_object *door) | Path_walking_actor_action | |
orig_dest_pos | Approach_actor_action | [private] |
path | Path_walking_actor_action | [protected] |
Path_walking_actor_action(PathFinder *p=0, int maxblk=3) | Path_walking_actor_action | |
reached_end | Path_walking_actor_action | [protected] |
seq | Actor_action | [protected] |
set_get_party(bool tf=true) | Actor_action | [inline] |
stop(Actor *actor) | Path_walking_actor_action | [virtual] |
walk_to_tile(Actor *npc, Tile_coord src, Tile_coord dest, int dist=0) | Path_walking_actor_action | [virtual] |
~Actor_action() | Actor_action | [inline, virtual] |
~Path_walking_actor_action() | Path_walking_actor_action | [virtual] |