Starshatter_Open
Open source Starshatter engine
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Weapon Member List

This is the complete list of members for Weapon, including all inherited members.

Abbreviation() const Systeminline
abrvSystemprotected
active_barrelWeaponprotected
Aim()Weaponprotected
aim_az_maxWeaponprotected
aim_az_minWeaponprotected
aim_az_restWeaponprotected
aim_azimuthWeaponprotected
aim_camWeaponprotected
aim_el_maxWeaponprotected
aim_el_minWeaponprotected
aim_el_restWeaponprotected
aim_elevationWeaponprotected
aim_timeWeaponprotected
AimTurret(double az, double el)Weaponprotected
Ammo() const Weaponinline
ammoWeaponprotected
ApplyDamage(double damage)Systemvirtual
AUTO enum valueWeapon
availabilitySystemprotected
Availability() const Systeminline
beamsWeaponprotected
blockedWeaponprotected
CalcStatus()Systemvirtual
CanLockPoint(const Point &test, double &az, double &el, Point *obj=0)Weaponprotected
CanTarget(DWORD classification) const Weapon
capacitySystemprotected
CATEGORY enum nameSystem
centeredWeaponprotected
Charge() const Systeminlinevirtual
componentsSystemprotected
COMPUTER enum valueSystem
Constants enum nameWeapon
Control enum nameWeapon
controlWeaponprotected
CreateShot(const Point &loc, const Camera &cam, WeaponDesign *dsn, const Ship *owner)Weaponprotected
crit_levelSystemprotected
CRITICAL enum valueSystem
DEGRADED enum valueSystem
Design() const Weaponinline
designWeaponprotected
DESTROYED enum valueSystem
Disable()Weaponinline
Distribute(double delivered_energy, double seconds)Weaponvirtual
DoEMCON(int emcon)Systemvirtual
DrainPower(double to_level)Systemvirtual
DRIVE enum valueSystem
emconSystemprotected
emcon_powerSystemprotected
Enable()Weaponinline
Enabled() const Weaponinline
enabledWeaponprotected
energySystemprotected
ExecFrame(double factor)Weaponvirtual
ExecMaintFrame(double seconds)Systemvirtual
explosion_typeSystemprotected
FARCASTER enum valueSystem
FindObjective()Weaponprotected
Fire()Weapon
FireBarrel(int n)Weaponprotected
firingWeaponprotected
FLIGHT_DECK enum valueSystem
GetAimVector() const Weaponinline
GetAzimuth() const Weaponinline
GetAzimuthMax() const Weaponinline
GetAzimuthMin() const Weaponinline
GetBeam(int i)Weapon
GetCapacity() const Systeminline
GetComponents()Systeminline
GetControlMode() const Weaponinline
GetElevation() const Weaponinline
GetElevationMax() const Weaponinline
GetElevationMin() const Weaponinline
GetEMCONPower(int emcon)System
GetEnergy() const Systeminline
GetExplosionType() const Systeminline
GetFiringOrders() const Weaponinline
GetID() const Systeminline
GetIndex() const Weaponinline
GetObserverName() const Weaponvirtual
GetPowerLevel() const Systeminlinevirtual
GetRequest(double seconds) const Systemvirtual
GetRestAzimuth() const Weaponinline
GetRestElevation() const Weaponinline
GetShip() const Systeminline
GetSinkRate() const Systeminline
GetSourceIndex() const Systeminline
GetSubTarget() const Weaponinline
GetSweep() const Weaponinline
GetTarget() const Weaponinline
GetTurret()Weapon
GetTurretBase()Weapon
GetVisibleStore(int i)Weapon
groupWeaponprotected
Group() const Weaponinline
guidedWeaponprotected
Guided() const Weaponinline
hull_factorSystemprotected
HullProtection() const Systeminline
idSystemprotected
Ignore(SimObject *obj)SimObservervirtual
indexWeaponprotected
IsBeam() const Weapon
IsBlockedFriendly() const Weaponinline
IsDecoy() const Weapon
IsDrone() const Weapon
IsMissile() const Weapon
IsPowerCritical() const Systeminline
IsPowerOn() const Systeminline
IsPrimary() const Weapon
IsProbe() const Weapon
lockedWeaponprotected
Locked() const Weaponinline
MAINT enum valueSystem
MANUAL enum valueWeapon
massWeaponprotected
Mass() const Weaponinline
MAX_BARRELS enum valueWeapon
max_valueSystemprotected
MaxValue() const Systeminline
MISC_SYSTEM enum valueSystem
Mount(Point loc, float radius, float hull_factor=0.5f)Systemvirtual
Mount(const System &system)Systemvirtual
mount_locSystemprotected
mount_relSystemprotected
MountLocation() const Systeminline
muzzle_ptsWeaponprotected
Name() const Systeminline
nameSystemprotected
nbarrelsWeaponprotected
net_availSystemprotected
NetAvail() const Systeminline
NetFirePrimary(SimObject *targ, System *sub, int count)Weapon
NetFireSecondary(SimObject *targ, System *sub, DWORD objid)Weapon
NOMINAL enum valueSystem
obj_wWeaponprotected
objectiveWeaponprotected
Observe(SimObject *obj)SimObservervirtual
observe_listSimObserverprotected
old_azimuthWeaponprotected
old_elevationWeaponprotected
operator==(const Weapon &w) const Weaponinline
System::operator==(const System &s) const Systeminline
SimObserver::operator==(const SimObserver &o) const SimObserverinline
Orders enum nameWeapon
ordersWeaponprotected
Orient(const Physical *rep)Weaponvirtual
Owner() const Weaponinline
POINT_DEFENSE enum valueWeapon
POWER_CRITICAL enum valueSystem
POWER_FLAGS enum nameSystem
power_flagsSystemprotected
power_levelSystemprotected
power_onSystemprotected
POWER_SOURCE enum valueSystem
POWER_WATTS enum valueSystem
PowerOff()Systeminlinevirtual
PowerOn()Systeminlinevirtual
radiusSystemprotected
Radius() const Systeminline
refireWeaponprotected
rel_ptsWeaponprotected
Repair()Systemvirtual
resistWeaponprotected
Resistance() const Weaponinline
ripple_countWeaponprotected
RIPPLE_FIRE enum valueWeapon
safetySystemprotected
Safety() const Systeminline
safety_overloadSystemprotected
SALVO_FIRE enum valueWeapon
SelectTarget()Weapon
SENSOR enum valueSystem
SetAbbreviation(const char *a)Systeminline
SetAmmo(int a)Weapon
SetAzimuth(double a)Weaponinline
SetAzimuthMax(double a)Weaponinline
SetAzimuthMin(double a)Weaponinline
SetBeamPoints(bool aim=false)Weaponprotected
SetBlockedFriendly(bool b)Weaponinline
SetCapacity(double c)Systeminline
SetControlMode(int m)Weapon
SetDesign(SystemDesign *d)System
SetElevation(double e)Weaponinline
SetElevationMax(double e)Weaponinline
SetElevationMin(double e)Weaponinline
SetEMCONPower(int emcon, int power_level)System
SetExplosionType(int t)Systeminline
SetFiringOrders(int o)Weapon
SetGroup(const char *n)Weaponinline
SetID(int n)Systeminline
SetIndex(int n)Weaponinline
SetName(const char *n)Systeminline
SetNetAvail(double d)Systeminline
SetOverride(bool over)Systemvirtual
SetOwner(Ship *ship)Weapon
SetPowerLevel(double level)Systemvirtual
SetRestAzimuth(double a)Weaponinline
SetRestElevation(double e)Weaponinline
SetShip(Ship *s)Systeminline
SetSourceIndex(int i)Systeminline
SetSweep(int s)Weapon
SetTarget(SimObject *t, System *sub)Weapon
SHIELD enum valueSystem
shipSystemprotected
shot_speedWeaponprotected
SINGLE_FIRE enum valueWeapon
sink_rateSystemprotected
source_indexSystemprotected
stabilitySystemprotected
Stability() const Systeminline
STATUS enum nameSystem
statusSystemprotected
Status() const Systeminline
subtargetWeaponprotected
subtypeSystemprotected
Subtype() const Systeminline
sweepWeaponprotected
Sweep enum nameWeapon
SWEEP_NONE enum valueWeapon
SWEEP_TIGHT enum valueWeapon
SWEEP_WIDE enum valueWeapon
System(CATEGORY t, int s, const char *n, int maxv, double energy=0, double capacity=100, double sink_rate=1)System
System(const System &s)System
targetWeaponprotected
Track(SimObject *targ, System *sub)Weapon
Transform(const Point &pt)Weaponprotected
turretWeaponprotected
turret_baseWeaponprotected
Type() const Systeminline
typeSystemprotected
TYPENAME()Weaponinlinestatic
Update(SimObject *obj)Weaponvirtual
UsesWatts() const Systeminline
Value() const Systeminlinevirtual
Velocity() const Weaponinline
visible_storesWeaponprotected
WEAPON enum valueSystem
Weapon(WeaponDesign *d, int nmuz, Vec3 *muzzles, double az=0, double el=0)Weapon
Weapon(const Weapon &rhs)Weapon
ZeroAim()Weaponprotected
~SimObserver()SimObservervirtual
~System()Systemvirtual
~Weapon()Weaponvirtual