| _hidingForTurn | OpenXcom::BattleUnit | |
| abortTurn() | OpenXcom::BattleUnit | |
| addFiringExp() | OpenXcom::BattleUnit | |
| addKillCount() | OpenXcom::BattleUnit | |
| addMeleeExp() | OpenXcom::BattleUnit | |
| addPsiExp() | OpenXcom::BattleUnit | |
| addReactionExp() | OpenXcom::BattleUnit | |
| addThrowingExp() | OpenXcom::BattleUnit | |
| addToVisibleTiles(Tile *tile) | OpenXcom::BattleUnit | |
| addToVisibleUnits(BattleUnit *unit) | OpenXcom::BattleUnit | |
| adjustStats(const int diff) | OpenXcom::BattleUnit | |
| aim(bool aiming) | OpenXcom::BattleUnit | |
| allowReselect() | OpenXcom::BattleUnit | |
| BattleUnit(Soldier *soldier, UnitFaction faction) | OpenXcom::BattleUnit | |
| BattleUnit(Unit *unit, UnitFaction faction, int id, Armor *armor, int diff) | OpenXcom::BattleUnit | |
| checkAmmo() | OpenXcom::BattleUnit | |
| checkViewSector(Position pos) const | OpenXcom::BattleUnit | |
| clearVisibleTiles() | OpenXcom::BattleUnit | |
| clearVisibleUnits() | OpenXcom::BattleUnit | |
| convertToFaction(UnitFaction f) | OpenXcom::BattleUnit | |
| damage(const Position &relative, int power, ItemDamageType type, bool ignoreArmor=false) | OpenXcom::BattleUnit | |
| deriveRank() | OpenXcom::BattleUnit | |
| directionTo(const Position &point) const | OpenXcom::BattleUnit | |
| dontReselect() | OpenXcom::BattleUnit | |
| getAccuracyModifier(BattleItem *item=0) | OpenXcom::BattleUnit | |
| getActionTUs(BattleActionType actionType, BattleItem *item) | OpenXcom::BattleUnit | |
| getActiveHand() const | OpenXcom::BattleUnit | |
| getAggression() const | OpenXcom::BattleUnit | |
| getAggroSound() const | OpenXcom::BattleUnit | |
| getArmor(UnitSide side) const | OpenXcom::BattleUnit | |
| getArmor() const | OpenXcom::BattleUnit | |
| getCache(bool *invalid, int part=0) const | OpenXcom::BattleUnit | |
| getCarriedWeight(BattleItem *draggingItem=0) const | OpenXcom::BattleUnit | |
| getCharging() | OpenXcom::BattleUnit | |
| getCoverReserve() const | OpenXcom::BattleUnit | |
| getCurrentAIState() const | OpenXcom::BattleUnit | |
| getDeathSound() const | OpenXcom::BattleUnit | |
| getDestination() const | OpenXcom::BattleUnit | |
| getDiagonalWalkingPhase() const | OpenXcom::BattleUnit | |
| getDirection() const | OpenXcom::BattleUnit | |
| getEnergy() const | OpenXcom::BattleUnit | |
| getFaceDirection() const | OpenXcom::BattleUnit | |
| getFaction() const | OpenXcom::BattleUnit | |
| getFallingPhase() const | OpenXcom::BattleUnit | |
| getFatalWound(int part) const | OpenXcom::BattleUnit | |
| getFatalWounds() const | OpenXcom::BattleUnit | |
| getFire() const | OpenXcom::BattleUnit | |
| getFiringAccuracy(BattleActionType actionType, BattleItem *item) | OpenXcom::BattleUnit | |
| getFloatHeight() const | OpenXcom::BattleUnit | |
| getGender() const | OpenXcom::BattleUnit | |
| getGeoscapeSoldier() const | OpenXcom::BattleUnit | |
| getGrenadeFromBelt() const | OpenXcom::BattleUnit | |
| getHealth() const | OpenXcom::BattleUnit | |
| getHeight() const | OpenXcom::BattleUnit | |
| getId() const | OpenXcom::BattleUnit | |
| getIntelligence() const | OpenXcom::BattleUnit | |
| getInventory() | OpenXcom::BattleUnit | |
| getItem(RuleInventory *slot, int x=0, int y=0) const | OpenXcom::BattleUnit | |
| getItem(const std::string &slot, int x=0, int y=0) const | OpenXcom::BattleUnit | |
| getKneelHeight() const | OpenXcom::BattleUnit | |
| getLastPosition() const | OpenXcom::BattleUnit | |
| getLoftemps(int entry=0) const | OpenXcom::BattleUnit | |
| getMainHandWeapon(bool quickest=true) const | OpenXcom::BattleUnit | |
| getMiniMapSpriteIndex() const | OpenXcom::BattleUnit | |
| getMorale() const | OpenXcom::BattleUnit | |
| getMotionPoints() const | OpenXcom::BattleUnit | |
| getMoveSound() const | OpenXcom::BattleUnit | |
| getName(Language *lang, bool debugAppendId=false) const | OpenXcom::BattleUnit | |
| getOriginalFaction() const | OpenXcom::BattleUnit | |
| getPosition() const | OpenXcom::BattleUnit | |
| getRankInt() const | OpenXcom::BattleUnit | |
| getRankString() const | OpenXcom::BattleUnit | |
| getReactionScore() | OpenXcom::BattleUnit | |
| getSpawnUnit() const | OpenXcom::BattleUnit | |
| getSpecialAbility() const | OpenXcom::BattleUnit | |
| getStandHeight() const | OpenXcom::BattleUnit | |
| getStats() | OpenXcom::BattleUnit | |
| getStatus() const | OpenXcom::BattleUnit | |
| getStunlevel() const | OpenXcom::BattleUnit | |
| getThrowingAccuracy() | OpenXcom::BattleUnit | |
| getTile() const | OpenXcom::BattleUnit | |
| getTimeUnits() const | OpenXcom::BattleUnit | |
| getTurnsSinceSpotted() const | OpenXcom::BattleUnit | |
| getTurretDirection() const | OpenXcom::BattleUnit | |
| getTurretToDirection() const | OpenXcom::BattleUnit | |
| getTurretType() const | OpenXcom::BattleUnit | |
| getType() const | OpenXcom::BattleUnit | |
| getUnitsSpottedThisTurn() | OpenXcom::BattleUnit | |
| getValue() const | OpenXcom::BattleUnit | |
| getVerticalDirection() const | OpenXcom::BattleUnit | |
| getVisible() const | OpenXcom::BattleUnit | |
| getVisibleTiles() | OpenXcom::BattleUnit | |
| getVisibleUnits() | OpenXcom::BattleUnit | |
| getWalkingPhase() const | OpenXcom::BattleUnit | |
| halveArmor() | OpenXcom::BattleUnit | |
| hasInventory() const | OpenXcom::BattleUnit | |
| heal(int part, int woundAmount, int healthAmount) | OpenXcom::BattleUnit | |
| healStun(int power) | OpenXcom::BattleUnit | |
| instaKill() | OpenXcom::BattleUnit | |
| invalidateCache() | OpenXcom::BattleUnit | |
| isFearable() const | OpenXcom::BattleUnit | |
| isFloating() const | OpenXcom::BattleUnit | |
| isInExitArea(SpecialTileType stt=START_POINT) const | OpenXcom::BattleUnit | |
| isKneeled() const | OpenXcom::BattleUnit | |
| isOut() const | OpenXcom::BattleUnit | |
| isSelectable(UnitFaction faction, bool checkReselect, bool checkInventory) const | OpenXcom::BattleUnit | |
| isWoundable() const | OpenXcom::BattleUnit | |
| keepFalling() | OpenXcom::BattleUnit | |
| keepWalking(Tile *tileBelowMe, bool cache) | OpenXcom::BattleUnit | |
| killedBy() const | OpenXcom::BattleUnit | |
| killedBy(UnitFaction f) | OpenXcom::BattleUnit | |
| kneel(bool kneeled) | OpenXcom::BattleUnit | |
| knockOut(BattlescapeGame *battle) | OpenXcom::BattleUnit | |
| load(const YAML::Node &node) | OpenXcom::BattleUnit | |
| lookAt(const Position &point, bool turret=false) | OpenXcom::BattleUnit | |
| lookAt(int direction, bool force=false) | OpenXcom::BattleUnit | |
| moraleChange(int change) | OpenXcom::BattleUnit | |
| painKillers() | OpenXcom::BattleUnit | |
| postMissionProcedures(SavedGame *geoscape) | OpenXcom::BattleUnit | |
| prepareNewTurn() | OpenXcom::BattleUnit | |
| reselectAllowed() const | OpenXcom::BattleUnit | |
| save() const | OpenXcom::BattleUnit | |
| setActiveHand(const std::string &slot) | OpenXcom::BattleUnit | |
| setAIState(BattleAIState *aiState) | OpenXcom::BattleUnit | |
| setArmor(int armor, UnitSide side) | OpenXcom::BattleUnit | |
| setCache(Surface *cache, int part=0) | OpenXcom::BattleUnit | |
| setCharging(BattleUnit *chargeTarget) | OpenXcom::BattleUnit | |
| setCoverReserve(int reserve) | OpenXcom::BattleUnit | |
| setDirection(int direction) | OpenXcom::BattleUnit | |
| setEnergy(int energy) | OpenXcom::BattleUnit | |
| setFaceDirection(int direction) | OpenXcom::BattleUnit | |
| setFire(int fire) | OpenXcom::BattleUnit | |
| setPosition(const Position &pos, bool updateLastPos=true) | OpenXcom::BattleUnit | |
| setRankInt(int rank) | OpenXcom::BattleUnit | |
| setSpawnUnit(std::string spawnUnit) | OpenXcom::BattleUnit | |
| setSpecialAbility(SpecialAbility specab) | OpenXcom::BattleUnit | |
| setTile(Tile *tile, Tile *tileBelow=0) | OpenXcom::BattleUnit | |
| setTimeUnits(int tu) | OpenXcom::BattleUnit | |
| setTurnsSinceSpotted(int turns) | OpenXcom::BattleUnit | |
| setTurretType(int turretType) | OpenXcom::BattleUnit | |
| setVisible(bool flag) | OpenXcom::BattleUnit | |
| spendEnergy(int tu) | OpenXcom::BattleUnit | |
| spendTimeUnits(int tu) | OpenXcom::BattleUnit | |
| startFalling() | OpenXcom::BattleUnit | |
| startWalking(int direction, const Position &destination, Tile *tileBelowMe, bool cache) | OpenXcom::BattleUnit | |
| stimulant(int energy, int stun) | OpenXcom::BattleUnit | |
| think(BattleAction *action) | OpenXcom::BattleUnit | |
| toggleFireDamage() | OpenXcom::BattleUnit | |
| tookFireDamage() const | OpenXcom::BattleUnit | |
| turn(bool turret=false) | OpenXcom::BattleUnit | |
| updateGeoscapeStats(Soldier *soldier) | OpenXcom::BattleUnit | |
| ~BattleUnit() | OpenXcom::BattleUnit | |