Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::AI::AITeam Member List

This is the complete list of members for Divide::AI::AITeam, including all inherited members.

_aiTeamCrowdDivide::AI::AITeamprivate
_crowdMutexDivide::AI::AITeammutableprivate
_enemyTeamsDivide::AI::AITeamprivate
_guidDivide::GUIDWrapperprotected
_memberVariableDivide::AI::AITeamprivate
_orderMutexDivide::AI::AITeammutableprotected
_ordersDivide::AI::AITeamprivate
_parentManagerDivide::AI::AITeamprivate
_teamDivide::AI::AITeamprivate
_updateMutexDivide::AI::AITeammutableprivate
addCrowd(AIEntity::PresetAgentRadius radius, Navigation::NavigationMesh *navMesh)Divide::AI::AITeamprotected
addEnemyTeam(U32 enemyTeamID)Divide::AI::AITeam
addOrder(const OrderPtr &order)Divide::AI::AITeaminline
addTeamMember(AIEntity *entity)Divide::AI::AITeam
AIManagerDivide::AI::AITeamfriend
AITeam(U32 id, AIManager &parentManager)Divide::AI::AITeam
AITeamCrowd typedefDivide::AI::AITeam
clearOrders()Divide::AI::AITeaminline
CrowdPtr typedefDivide::AI::AITeam
findEnemyTeamEntry(U32 enemyTeamID)Divide::AI::AITeaminlineprotected
findOrder(const Order &order)Divide::AI::AITeaminlineprotected
findOrder(U32 orderID)Divide::AI::AITeaminlineprotected
generateGUID() noexceptDivide::GUIDWrapperstatic
getCrowd(const AIEntity::PresetAgentRadius radius) constDivide::AI::AITeaminline
getEnemyTeamID(const U32 index) constDivide::AI::AITeaminline
getEntityList() constDivide::AI::AITeamprotected
getGUID() const noexceptDivide::GUIDWrapperinline
getMemberVariable()Divide::AI::AITeaminline
getTeamMembers() constDivide::AI::AITeaminline
GUIDWrapper() noexceptDivide::GUIDWrapperinline
GUIDWrapper(const GUIDWrapper &old) noexceptDivide::GUIDWrapperinline
GUIDWrapper(GUIDWrapper &&old) noexceptDivide::GUIDWrapperinline
MemberVariable typedefDivide::AI::AITeam
operator=(const GUIDWrapper &old)=deleteDivide::GUIDWrapper
operator=(GUIDWrapper &&other)=deleteDivide::GUIDWrapper
OrderList typedefDivide::AI::AITeam
OrderPtr typedefDivide::AI::AITeam
processData(TaskPool &parentPool, U64 deltaTimeUS)Divide::AI::AITeamprotected
processInput(TaskPool &parentPool, U64 deltaTimeUS)Divide::AI::AITeamprotected
PROPERTY_RW(U32, teamID, U32_MAX)Divide::AI::AITeam
removeCrowd(AIEntity::PresetAgentRadius radius)Divide::AI::AITeamprotected
removeEnemyTeam(U32 enemyTeamID)Divide::AI::AITeam
removeOrder(const Order &order)Divide::AI::AITeaminline
removeTeamMember(AIEntity *entity)Divide::AI::AITeam
requestOrders() constDivide::AI::AITeaminline
resetCrowd()Divide::AI::AITeamprotected
TeamMap typedefDivide::AI::AITeam
update(TaskPool &parentPool, U64 deltaTimeUS)Divide::AI::AITeamprotected
~AITeam() overrideDivide::AI::AITeam
~GUIDWrapper()=defaultDivide::GUIDWrappervirtual