Actor_action() | Actor_action | [inline] |
as_usecode_path() | Actor_action | [inline, virtual] |
create_action_sequence(Actor *actor, Tile_coord dest, Actor_action *when_there, bool from_off_screen=false) | Actor_action | [static] |
eventid | Usecode_actor_action | [private] |
following_smart_path() | Actor_action | [inline, virtual] |
fun | Usecode_actor_action | [private] |
get_dest(Tile_coord &dest) | Actor_action | [inline, virtual] |
get_party | Actor_action | [protected] |
handle_event(Actor *actor) | Usecode_actor_action | [virtual] |
handle_event_safely(Actor *actor, bool &deleted) | Actor_action | |
item | Usecode_actor_action | [private] |
seq | Actor_action | [protected] |
set_get_party(bool tf=true) | Actor_action | [inline] |
stop(Actor *actor) | Actor_action | [inline, virtual] |
Usecode_actor_action(int f, Game_object *i, int ev) | Usecode_actor_action | [inline] |
walk_to_tile(Actor *npc, Tile_coord src, Tile_coord dest, int dist=0) | Actor_action | [virtual] |
~Actor_action() | Actor_action | [inline, virtual] |