Night Sky Engine
A fighting game framework made in Unreal Engine
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ABattleObject Member List

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

ABattleObject()ABattleObject
ActionReg1ABattleObject
ActionReg2ABattleObject
ActionReg3ABattleObject
ActionReg4ABattleObject
ActionReg5ABattleObject
ActionReg6ABattleObject
ActionReg7ABattleObject
ActionReg8ABattleObject
ActionTimeABattleObject
AddBattleObject(FString InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)ABattleObject
AddColorABattleObject
AddCommonBattleObject(FString InStateName, int32 PosXOffset=0, int32 PosYOffset=0, EPosType PosType=POS_Player)ABattleObject
AddFadeColorABattleObject
AddFadeSpeedABattleObject
AddPosXWithDir(int InPosX)ABattleObject
AddSpeedXRaw(int InSpeedX)ABattleObject
AnimFrameABattleObject
AnimNameABattleObject
AnimSequenceABattleObject
AttachToSocketOfObject(FString InSocketName, FVector Offset, EObjType ObjType)ABattleObject
AttackFlagsABattleObject
AttackOwnerABattleObject
AttackTargetABattleObject
BABattleObjectprotected
BeginPlay() overrideABattleObjectprotectedvirtual
bIsCommonStateABattleObject
BlendAnimFrameABattleObject
BlendAnimNameABattleObject
BlendAnimSequenceABattleObject
BlendCelNameABattleObject
BlendOffsetABattleObject
BoxesABattleObjectprotected
CalculateAngleBetweenPoints(EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)ABattleObject
CalculateDistanceBetweenPoints(EDistanceType Type, EObjType Obj1, EPosType Pos1, EObjType Obj2, EPosType Pos2)ABattleObject
CalculateHoming()ABattleObjectprotected
CalculatePushbox()ABattleObject
CallSubroutine(FString Name)ABattleObject
CallSubroutineWithArgs(FString Name, int32 Arg1, int32 Arg2, int32 Arg3, int32 Arg4)ABattleObject
CameraShake(FString PatternName, int32 Scale)ABattleObject
CelIndexABattleObject
CelNameABattleObject
CharaSelectGameStateABattleObject
CheckIsGrounded() constABattleObject
CollisionView()ABattleObject
CounterHitABattleObject
CreateCharaParticle(FString Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)ABattleObject
CreateCommonParticle(FString Name, EPosType PosType, FVector Offset=FVector::ZeroVector, FRotator Rotation=FRotator::ZeroRotator)ABattleObject
DeactivateObject()ABattleObject
DetachFromSocket()ABattleObject
DirectionABattleObject
DisableInertia()ABattleObject
DrawPriorityABattleObject
EnableDeactivateIfBeyondBounds(bool Enable)ABattleObject
EnableDeactivateOnReceiveHit(bool Enable)ABattleObject
EnableDeactivateOnStateChange(bool Enable)ABattleObject
EnableFlip(bool Enabled)ABattleObject
EnableHit(bool Enabled)ABattleObject
EnableInertia()ABattleObject
EventHandlersABattleObject
FaceOpponent()ABattleObject
FlipObject()ABattleObject
FrameBlendPositionABattleObject
FuncCall(const FName &FuncName) constABattleObjectprotected
GameStateABattleObject
GenerateRandomNumber(int32 Min, int32 Max) constABattleObject
GetAnimName() constABattleObject
GetBattleObject(EObjType Type)ABattleObject
GetBlendAnimName() constABattleObject
GetBoxes()ABattleObject
GetCelName() constABattleObject
GetLabelName() constABattleObject
GetPosYCenter() constABattleObject
GotoLabel(FString InName, bool ResetState=true)ABattleObject
GotoLabelActiveABattleObject
GravityABattleObject
GroundHeightABattleObject
HaltMomentum()ABattleObject
HandleClashCollision(ABattleObject *OtherObj)ABattleObject
HandleFlip()ABattleObject
HandleHitCollision(ABattleObject *AttackedObj)ABattleObject
HandlePushCollision(ABattleObject *OtherObj)ABattleObject
HitCommonABattleObject
HitPosXABattleObject
HitPosYABattleObject
HitstopABattleObject
HomingParamsABattleObject
IgnoreSuperFreeze(bool Ignore)ABattleObject
InertiaABattleObject
InitEventHandler(EEventType EventType, FName FuncName, int32 Value=0, FString SubroutineName="")ABattleObject
InitHitDataByAttackLevel(bool IsCounter)ABattleObject
InitObject()ABattleObject
IsActiveABattleObject
IsPlayerABattleObject
IsStopped() constABattleObject
IsTimerPaused() constABattleObject
LABattleObjectprotected
LabelNameABattleObject
LinkActor(FString Name)ABattleObject
LinkCharaParticle(FString Name)ABattleObject
LinkCommonParticle(FString Name)ABattleObject
LinkedActorABattleObject
LinkedParticleABattleObject
LoadForRollback(const unsigned char *Buffer)ABattleObject
LogForSyncTestFile(std::ofstream &file)ABattleObjectvirtual
MaterialLinkObjABattleObject
MaxCelTimeABattleObject
MiscFlagsABattleObject
Move()ABattleObjectprotected
MulColorABattleObject
MulFadeColorABattleObject
MulFadeSpeedABattleObject
NextOffsetXABattleObject
NextOffsetYABattleObject
NormalHitABattleObject
ObjectIDABattleObject
ObjectOffsetABattleObject
ObjectReg1ABattleObject
ObjectReg2ABattleObject
ObjectReg3ABattleObject
ObjectReg4ABattleObject
ObjectReg5ABattleObject
ObjectReg6ABattleObject
ObjectReg7ABattleObject
ObjectReg8ABattleObject
ObjectRotationABattleObject
ObjectScaleABattleObject
ObjectStateABattleObject
ObjectStateIndexABattleObject
ObjectStateNameABattleObject
ObjectsToIgnoreHitsFromABattleObject
ObjNumberABattleObject
ObjSyncABattleObject
ObjSyncEndABattleObject
OrthoBlendActiveABattleObject
PlayCharaSound(FString Name)ABattleObject
PlayCommonSound(FString Name)ABattleObject
PlayerABattleObject
PositionLinkObjABattleObject
PosTypeToPosition(EPosType Type, int32 *OutPosX, int32 *OutPosY) constABattleObject
PosXABattleObject
PosYABattleObject
PosZABattleObject
PrevOffsetXABattleObject
PrevOffsetYABattleObject
PrevPosXABattleObject
PrevPosYABattleObject
PrevPosZABattleObject
PushbackABattleObject
PushHeightABattleObjectprotected
PushHeightLowABattleObjectprotected
PushWidthABattleObjectprotected
PushWidthExtendABattleObjectprotected
RABattleObjectprotected
ReceivedHitABattleObject
ReceivedHitCommonABattleObject
RemoveEventHandler(EEventType EventType)ABattleObject
RemoveLinkActor()ABattleObject
ResetObject()ABattleObject
ReturnRegABattleObject
SaveForRollback(unsigned char *Buffer) constABattleObject
ScreenSpaceDepthOffsetABattleObject
SetAttacking(bool Attacking)ABattleObject
SetBlendCelName(FString InName)ABattleObject
SetCelName(FString InName)ABattleObject
SetFacing(EObjDir NewDir)ABattleObject
SetIgnoreHitstunScaling(bool Ignore)ABattleObject
SetIgnoreOTG(bool Ignore)ABattleObject
SetIgnorePushbackScaling(bool Ignore)ABattleObject
SetObjectID(int InObjectID)ABattleObject
SetProjectileAttribute(bool Attribute)ABattleObject
SetProrateOnce(bool Once)ABattleObject
SetPushCollisionActive(bool Active)ABattleObject
SetPushWidthExtend(int32 Extend)ABattleObject
SetSpeedXRaw(int InSpeedX)ABattleObject
SetTimeUntilNextCel(int32 InTime)ABattleObject
SetWallCollisionActive(bool Active)ABattleObject
SocketNameABattleObject
SocketObjABattleObject
SocketOffsetABattleObject
SpeedXABattleObject
SpeedXRateABattleObject
SpeedXRatePerFrameABattleObject
SpeedYABattleObject
SpeedYRateABattleObject
SpeedYRatePerFrameABattleObject
SpeedZABattleObject
SpeedZRateABattleObject
SpeedZRatePerFrameABattleObject
StartSuperFreeze(int Duration, int SelfDuration=0)ABattleObject
StopLinkObjABattleObject
StunTimeABattleObject
StunTimeMaxABattleObject
SubroutineReg1ABattleObject
SubroutineReg2ABattleObject
SubroutineReg3ABattleObject
SubroutineReg4ABattleObject
SuperArmorDataABattleObject
SuperArmorSuccess(const ABattleObject *Attacker) constABattleObjectprotected
TABattleObjectprotected
Tick(float DeltaTime) overrideABattleObjectvirtual
Timer0ABattleObject
Timer1ABattleObject
TimeUntilNextCelABattleObject
TriggerEvent(EEventType EventType)ABattleObject
Update()ABattleObjectvirtual
UpdateTimeABattleObject
UpdateVisuals()ABattleObjectvirtual