| addFallingUnit(BattleUnit *unit) | OpenXcom::SavedBattleGame | |
| calculateModuleMap() | OpenXcom::SavedBattleGame | |
| endTurn() | OpenXcom::SavedBattleGame | |
| eyesOnTarget(UnitFaction faction, BattleUnit *unit) | OpenXcom::SavedBattleGame | |
| getBattleGame() | OpenXcom::SavedBattleGame | |
| getBattleState() | OpenXcom::SavedBattleGame | |
| getCurrentItemId() | OpenXcom::SavedBattleGame | |
| getDebugMode() const | OpenXcom::SavedBattleGame | |
| getFallingUnits() | OpenXcom::SavedBattleGame | |
| getGeoscapeSave() | OpenXcom::SavedBattleGame | |
| getGlobalShade() const | OpenXcom::SavedBattleGame | |
| getHighestRankedXCom() | OpenXcom::SavedBattleGame | |
| getItems() | OpenXcom::SavedBattleGame | |
| getKneelReserved() const | OpenXcom::SavedBattleGame | |
| getMapDataSets() | OpenXcom::SavedBattleGame | |
| getMapSizeX() const | OpenXcom::SavedBattleGame | |
| getMapSizeXYZ() const | OpenXcom::SavedBattleGame | |
| getMapSizeY() const | OpenXcom::SavedBattleGame | |
| getMapSizeZ() const | OpenXcom::SavedBattleGame | |
| getMissionType() const | OpenXcom::SavedBattleGame | |
| getModuleMap() | OpenXcom::SavedBattleGame | |
| getMoraleModifier(BattleUnit *unit=0) | OpenXcom::SavedBattleGame | |
| getNodes() | OpenXcom::SavedBattleGame | |
| getPathfinding() const | OpenXcom::SavedBattleGame | |
| getPatrolNode(bool scout, BattleUnit *unit, Node *fromNode) | OpenXcom::SavedBattleGame | |
| getSelectedUnit() const | OpenXcom::SavedBattleGame | |
| getSide() const | OpenXcom::SavedBattleGame | |
| getSpawnNode(int nodeRank, BattleUnit *unit) | OpenXcom::SavedBattleGame | |
| getStorageSpace() | OpenXcom::SavedBattleGame | |
| getTile(const Position &pos) const | OpenXcom::SavedBattleGame | inline |
| getTileCoords(int index, int *x, int *y, int *z) const | OpenXcom::SavedBattleGame | |
| getTileEngine() const | OpenXcom::SavedBattleGame | |
| getTileIndex(const Position &pos) const | OpenXcom::SavedBattleGame | inline |
| getTiles() const | OpenXcom::SavedBattleGame | |
| getTileSearch() | OpenXcom::SavedBattleGame | |
| getTUReserved() const | OpenXcom::SavedBattleGame | |
| getTurn() const | OpenXcom::SavedBattleGame | |
| getUnits() | OpenXcom::SavedBattleGame | |
| getUnitsFalling() const | OpenXcom::SavedBattleGame | |
| initMap(int mapsize_x, int mapsize_y, int mapsize_z) | OpenXcom::SavedBattleGame | |
| initUtilities(ResourcePack *res) | OpenXcom::SavedBattleGame | |
| isAborted() const | OpenXcom::SavedBattleGame | |
| isCheating() | OpenXcom::SavedBattleGame | |
| isObjectiveDestroyed() | OpenXcom::SavedBattleGame | |
| load(const YAML::Node &node, Ruleset *rule, SavedGame *savedGame) | OpenXcom::SavedBattleGame | |
| loadMapResources(Game *game) | OpenXcom::SavedBattleGame | |
| placeUnitNearPosition(BattleUnit *unit, Position entryPoint) | OpenXcom::SavedBattleGame | |
| prepareNewTurn() | OpenXcom::SavedBattleGame | |
| randomizeItemLocations(Tile *t) | OpenXcom::SavedBattleGame | |
| removeItem(BattleItem *item) | OpenXcom::SavedBattleGame | |
| removeUnconsciousBodyItem(BattleUnit *bu) | OpenXcom::SavedBattleGame | |
| resetTiles() | OpenXcom::SavedBattleGame | |
| resetTurnCounter() | OpenXcom::SavedBattleGame | |
| resetUnitTiles() | OpenXcom::SavedBattleGame | |
| reviveUnconsciousUnits() | OpenXcom::SavedBattleGame | |
| save() const | OpenXcom::SavedBattleGame | |
| SavedBattleGame() | OpenXcom::SavedBattleGame | |
| selectNextPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::SavedBattleGame | |
| selectPreviousPlayerUnit(bool checkReselect=false, bool setReselect=false, bool checkInventory=false) | OpenXcom::SavedBattleGame | |
| selectUnit(const Position &pos) | OpenXcom::SavedBattleGame | |
| setAborted(bool flag) | OpenXcom::SavedBattleGame | |
| setBattleState(BattlescapeState *bs) | OpenXcom::SavedBattleGame | |
| setDebugMode() | OpenXcom::SavedBattleGame | |
| setGlobalShade(int shade) | OpenXcom::SavedBattleGame | |
| setKneelReserved(bool reserved) | OpenXcom::SavedBattleGame | |
| setMissionType(const std::string &missionType) | OpenXcom::SavedBattleGame | |
| setObjectiveDestroyed(bool flag) | OpenXcom::SavedBattleGame | |
| setSelectedUnit(BattleUnit *unit) | OpenXcom::SavedBattleGame | |
| setTUReserved(BattleActionType reserved) | OpenXcom::SavedBattleGame | |
| setUnitPosition(BattleUnit *bu, const Position &position, bool testOnly=false) | OpenXcom::SavedBattleGame | |
| setUnitsFalling(bool fall) | OpenXcom::SavedBattleGame | |
| ~SavedBattleGame() | OpenXcom::SavedBattleGame | |