Dawn of Light - Class documentation 2900
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DOL.GS.GameDoor Member List
This is the complete list of members for DOL.GS.GameDoor, including all inherited members.
AbilityBonusDOL.GS.GameLiving
ActiveQuiverSlotDOL.GS.GameLiving
ActiveWeaponSlotDOL.GS.GameLiving
AddAbility(Ability ability)DOL.GS.GameLiving [virtual]
AddAbility(Ability ability, bool sendUpdates)DOL.GS.GameLiving [virtual]
AddAttacker(GameObject attacker)DOL.GS.GameLiving [virtual]
AddDataQuest(DataQuest quest) (defined in DOL.GS.GameObject)DOL.GS.GameObject
AddToWorld()DOL.GS.GameLiving [virtual]
AddXPGainer(GameObject xpGainer, float damageAmount)DOL.GS.GameLiving [virtual]
AttackCriticalChance(InventoryItem weapon)DOL.GS.GameLiving [virtual]
AttackDamage(InventoryItem weapon)DOL.GS.GameLiving [virtual]
AttackDamageType(InventoryItem weapon)DOL.GS.GameLiving [virtual]
AttackersDOL.GS.GameLiving
AttackRangeDOL.GS.GameLiving
AttackSpeed(params InventoryItem[] weapon)DOL.GS.GameLiving [virtual]
AttackStateDOL.GS.GameLiving
AttackWeaponDOL.GS.GameLiving
BaseBuffBonusCategoryDOL.GS.GameLiving
BaseInterruptChanceDOL.GS.GameLiving
BountyPointsValueDOL.GS.GameLiving
BroadcastUpdate() (defined in DOL.GS.GameDoor)DOL.GS.GameDoor [virtual]
BuffBonusCategory4DOL.GS.GameLiving
BuffBonusMultCategory1DOL.GS.GameLiving
CalculateCastingTime(SpellLine line, Spell spell)DOL.GS.GameLiving [virtual]
CalculateEnemyAttackResult(AttackData ad, InventoryItem weapon)DOL.GS.GameLiving [virtual]
CalculateLeftHandSwingCount()DOL.GS.GameLiving [virtual]
CanCastHarmfulSpellsDOL.GS.GameLiving
CanCastInCombat(Spell spell)DOL.GS.GameLiving [virtual]
CancelAllConcentrationEffects()DOL.GS.GameLiving
CancelAllConcentrationEffects(bool leaveSelf)DOL.GS.GameLiving
CanTradeAnyItemDOL.GS.GameLiving
CanUseLefthandedWeaponDOL.GS.GameLiving
Capitalize(bool capitalize, String text) (defined in DOL.GS.GameObject)DOL.GS.GameObject
CastingSpeedReductionCapDOL.GS.GameLiving
CastSpell(Spell spell, SpellLine line)DOL.GS.GameLiving [virtual]
ChanceSpellInterrupt(GameLiving attacker)DOL.GS.GameLiving [virtual]
ChanceToBeMissedDOL.GS.GameLiving
ChanceToFumbleDOL.GS.GameLiving
ChangeBaseStat(eStat stat, short amount)DOL.GS.GameLiving [virtual]
ChangeEndurance(GameObject changeSource, eEnduranceChangeType enduranceChangeType, int changeAmount)DOL.GS.GameLiving [virtual]
ChangeHealth(GameObject changeSource, eHealthChangeType healthChangeType, int changeAmount)DOL.GS.GameLiving [virtual]
ChangeMana(GameObject changeSource, eManaChangeType manaChangeType, int changeAmount)DOL.GS.GameLiving [virtual]
CheckRangeAttackState(GameObject target)DOL.GS.GameLiving [protected, virtual]
CheckWeaponMagicalEffect(AttackData ad, InventoryItem weapon)DOL.GS.GameLiving [virtual]
Clear() (defined in DOL.GS.Point3D)DOL.GS.Point3D [virtual]
Close()DOL.GS.GameDoor
CLOSE_DOOR_TIMEDOL.GS.GameDoor [protected]
ConcentrationDOL.GS.GameLiving
ConcentrationEffectsDOL.GS.GameLiving
ConcentrationPercentDOL.GS.GameLiving
ControlledBrainDOL.GS.GameLiving
Create(ushort regionID, int x, int y, int z, ushort heading)DOL.GS.GameObject [virtual]
CreateAttackAction()DOL.GS.GameLiving [protected, virtual]
CreateEffectsList()DOL.GS.GameLiving [protected, virtual]
CurrentAreasDOL.GS.GameObject
CurrentHouseDOL.GS.GameObject
CurrentRegionDOL.GS.GameObject
CurrentRegionIDDOL.GS.GameObject
CurrentSpeedDOL.GS.GameLiving
CurrentSpellHandlerDOL.GS.GameLiving
CurrentZoneDOL.GS.GameObject
DataQuestCacheDOL.GS.GameObject [static]
DataQuestListDOL.GS.GameObject
DealDamage(AttackData ad)DOL.GS.GameLiving [virtual]
DebuffCategoryDOL.GS.GameLiving
Delete()DOL.GS.GameObject [virtual]
DeleteFromDatabase()DOL.GS.GameObject [virtual]
DexterityCastTimeReductionDOL.GS.GameLiving
Die(GameObject killer)DOL.GS.GameDoor [virtual]
DisableSkill(Skill skill, int duration)DOL.GS.GameLiving [virtual]
DisableTurning(bool add)DOL.GS.GameLiving [virtual]
DisarmedTimeDOL.GS.GameLiving
Disease(bool add)DOL.GS.GameLiving [virtual]
DoorIDDOL.GS.GameDoor
eActiveQuiverSlot enum nameDOL.GS.GameLiving
eActiveWeaponSlot enum nameDOL.GS.GameLiving
eAttackResult enum nameDOL.GS.GameLiving
eCheckRangeAttackStateResult enum nameDOL.GS.GameLiving [protected]
eEnduranceChangeType enum nameDOL.GS.GameLiving
EffectiveLevelDOL.GS.GameLiving
EffectivenessDOL.GS.GameLiving
EffectiveOverallAFDOL.GS.GameLiving
EffectListDOL.GS.GameLiving
eHealthChangeType enum nameDOL.GS.GameLiving
eManaChangeType enum nameDOL.GS.GameLiving
Emote(eEmote emote)DOL.GS.GameLiving [virtual]
EnduranceDOL.GS.GameLiving
EndurancePercentDOL.GS.GameLiving
EnduranceRegenerationPeriodDOL.GS.GameLiving [protected]
EnduranceRegenerationTimerCallback(RegionTimer selfRegenerationTimer)DOL.GS.GameLiving [protected, virtual]
EnemyHealed(GameLiving enemy, GameObject healSource, eHealthChangeType changeType, int healAmount)DOL.GS.GameLiving [virtual]
EnemyKilled(GameLiving enemy)DOL.GS.GameLiving [virtual]
eObjectState enum nameDOL.GS.GameObject
eRangedAttackState enum nameDOL.GS.GameLiving
eRangedAttackType enum nameDOL.GS.GameLiving
ExceedXPCapAmountDOL.GS.GameLiving
ExperienceValueDOL.GS.GameLiving
eXPSource enum name (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
FillDataQuestCache()DOL.GS.GameObject [static]
FixedSpeedDOL.GS.GameLiving
FlagDOL.GS.GameDoor
GainBountyPoints(long amount)DOL.GS.GameLiving [virtual]
GainExperience(eXPSource xpSource, long expTotal, long expCampBonus, long expGroupBonus, long expOutpostBonus, bool sendMessage, bool allowMultiply, bool notify)DOL.GS.GameLiving [virtual]
GainExperience(eXPSource xpSource, long exp)DOL.GS.GameLiving
GainExperience(eXPSource xpSource, long exp, bool allowMultiply)DOL.GS.GameLiving
GainRealmPoints(long amount)DOL.GS.GameLiving [virtual]
GameDoor()DOL.GS.GameDoor
GameLiving()DOL.GS.GameLiving
GameObject()DOL.GS.GameObject
GenderDOL.GS.GameObject
GetAbility(string abilityKey)DOL.GS.GameLiving
GetAbility(Type abilityType)DOL.GS.GameLiving
GetAbilityLevel(string keyName)DOL.GS.GameLiving
GetAllAbilities()DOL.GS.GameLiving
GetAllDisabledSkills()DOL.GS.GameLiving [virtual]
GetAngle(IPoint2D point)DOL.GS.GameObject
GetAngleToSpot(int x, int y) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetAngleToTarget(GameObject target)DOL.GS.GameObject
GetArmorAbsorb(eArmorSlot slot)DOL.GS.GameLiving [virtual]
GetArmorAF(eArmorSlot slot)DOL.GS.GameLiving [virtual]
GetBaseSpecLevel(string keyName)DOL.GS.GameLiving [virtual]
GetBaseStat(eStat stat)DOL.GS.GameLiving
GetConLevel(GameObject compare)DOL.GS.GameObject
GetConLevel(int level, int compareLevel)DOL.GS.GameObject [static]
GetDamageResist(eProperty property)DOL.GS.GameLiving [virtual]
GetDamageResist(eDamageType damageType)DOL.GS.GameLiving [virtual]
GetDisplayLevel(GamePlayer player)DOL.GS.GameObject [virtual]
GetDistance(IPoint2D point)DOL.GS.Point2D
GetDistanceTo(IPoint3D point)DOL.GS.GameObject [virtual]
GetDistanceTo(IPoint3D point, double zfactor)DOL.GS.GameObject [virtual]
GetDoorsInRadius(ushort radiusToCheck)DOL.GS.GameObject
GetDoorsInRadius(ushort radiusToCheck, bool withDistance)DOL.GS.GameObject
GetExamineMessages(GamePlayer player)DOL.GS.GameObject [virtual]
GetExperienceValueForLevel(int level)DOL.GS.GameLiving [virtual]
GetHeading(IPoint2D point)DOL.GS.Point2D
GetHeadingToSpot(int tx, int ty)DOL.GS.GameObject
GetHeadingToTarget(IPoint3D target)DOL.GS.GameObject
GetItemsInRadius(ushort radiusToCheck)DOL.GS.GameObject
GetItemsInRadius(ushort radiusToCheck, bool withDistance)DOL.GS.GameObject
GetLevelFromCon(int level, double con)DOL.GS.GameObject [static]
GetMeleeCriticalDamage(AttackData attackData, InventoryItem weapon)DOL.GS.GameLiving [virtual]
GetModified(eProperty property)DOL.GS.GameLiving [virtual]
GetModifiedBase(eProperty property) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [virtual]
GetModifiedFromBuffs(eProperty property)DOL.GS.GameLiving [virtual]
GetModifiedFromItems(eProperty property)DOL.GS.GameLiving [virtual]
GetModifiedSpecLevel(string keyName)DOL.GS.GameLiving [virtual]
GetName(int article, bool firstLetterUppercase)DOL.GS.GameObject [virtual]
GetNPCsInRadius(ushort radiusToCheck)DOL.GS.GameObject
GetNPCsInRadius(ushort radiusToCheck, bool ignoreZ) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetNPCsInRadius(bool useCache, ushort radiusToCheck)DOL.GS.GameObject
GetNPCsInRadius(bool useCache, ushort radiusToCheck, bool ignoreZ) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetNPCsInRadius(bool useCache, ushort radiusToCheck, bool withDistance, bool ignoreZ)DOL.GS.GameObject
GetPlayerAttacker(GameLiving living) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
GetPlayersInRadius(ushort radiusToCheck)DOL.GS.GameObject
GetPlayersInRadius(ushort radiusToCheck, bool ignoreZ) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetPlayersInRadius(bool useCache, ushort radiusToCheck) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetPlayersInRadius(bool useCache, ushort radiusToCheck, bool ignoreZ)DOL.GS.GameObject
GetPlayersInRadius(ushort radiusToCheck, bool withDistance, bool ignoreZ)DOL.GS.GameObject
GetPlayersInRadius(bool useCache, ushort radiusToCheck, bool withDistance, bool ignoreZ)DOL.GS.GameObject
GetPointFromHeading(ushort heading, int distance)DOL.GS.Point2D
GetPronoun(int form, bool firstLetterUppercase)DOL.GS.GameObject [virtual]
GetResist(eDamageType damageType)DOL.GS.GameLiving [virtual]
GetResistBase(eDamageType damageType) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [virtual]
GetResistTypeForDamage(eDamageType damageType)DOL.GS.GameLiving [virtual]
GetSkillDisabledDuration(Skill skill)DOL.GS.GameLiving [virtual]
GetSpotFromHeading(int distance, out int tx, out int ty) (defined in DOL.GS.GameObject)DOL.GS.GameObject
GetStyleToUse()DOL.GS.GameLiving [protected, virtual]
GetWeaponSkill(InventoryItem weapon)DOL.GS.GameLiving [virtual]
GetWeaponStat(InventoryItem weapon)DOL.GS.GameLiving [virtual]
GroundTargetDOL.GS.GameLiving
GroundTargetInViewDOL.GS.GameLiving
GroupDOL.GS.GameLiving
GroupIndexDOL.GS.GameLiving
GuildName (defined in DOL.GS.GameObject)DOL.GS.GameObject
HarmfulSpells (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
HasAbility(string keyName)DOL.GS.GameLiving [virtual]
HasAbilityToUseItem(ItemTemplate item)DOL.GS.GameLiving [virtual]
HasEffect(Spell spell)DOL.GS.GameLiving [virtual]
HasEffect(Type effectType)DOL.GS.GameLiving [virtual]
DOL::GS::GameLiving.HeadingDOL.GS.GameLiving
Heading (defined in DOL.GS.IDoor)DOL.GS.IDoor
HEADING_CONST (defined in DOL.GS.Point2D)DOL.GS.Point2D
HEADING_TO_RADIANDOL.GS.Point2D
HealthDOL.GS.GameDoor
HealthPercentDOL.GS.GameObject
HealthPercentGroupWindowDOL.GS.GameObject
HealthRegenerationPeriodDOL.GS.GameLiving [protected]
HealthRegenerationTimerCallback(RegionTimer callingTimer)DOL.GS.GameLiving [protected, virtual]
InCombatDOL.GS.GameLiving
InCombatPvEDOL.GS.GameLiving
InCombatPvPDOL.GS.GameLiving
InHouse (defined in DOL.GS.GameObject)DOL.GS.GameObject
InitControlledBrainArray(int num)DOL.GS.GameLiving [virtual]
Interact(GamePlayer player)DOL.GS.GameObject [virtual]
InteractDistanceDOL.GS.GameObject
InternalIDDOL.GS.GameObject
InterruptAction (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
InterruptRangedAttack()DOL.GS.GameLiving [protected, virtual]
InterruptTime (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
InventoryDOL.GS.GameLiving
IsAliveDOL.GS.GameLiving
IsAttackableDOL.GS.GameLiving
IsAttackableDoor (defined in DOL.GS.GameObject)DOL.GS.GameObject
IsAttackingDOL.GS.GameLiving
IsBeingInterruptedDOL.GS.GameLiving
IsCasting (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
IsCloakHoodUpDOL.GS.GameLiving
IsCloakInvisibleDOL.GS.GameLiving
IsControlledNPC(GameNPC npc) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [virtual]
IsCrowdControlledDOL.GS.GameLiving
IsDisarmedDOL.GS.GameLiving
IsDiseasedDOL.GS.GameLiving
IsEngaging (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
IsHelmInvisibleDOL.GS.GameLiving
IsIncapacitatedDOL.GS.GameLiving
IsLowHealthDOL.GS.GameLiving
IsMezzedDOL.GS.GameLiving
IsMovingDOL.GS.GameLiving
IsMutedDOL.GS.GameLiving
IsObjectGreyCon(GameObject obj)DOL.GS.GameLiving [virtual]
IsObjectGreyCon(GameObject source, GameObject target)DOL.GS.GameLiving [static]
IsObjectInFront(GameObject target, double viewangle, bool rangeCheck=true)DOL.GS.GameObject [virtual]
IsSilencedDOL.GS.GameLiving
IsSilentDOL.GS.GameLiving
IsSitting (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
IsStealthedDOL.GS.GameLiving
IsStrafingDOL.GS.GameLiving
IsStunnedDOL.GS.GameLiving
IsTurningDisabledDOL.GS.GameLiving
IsUnderwaterDOL.GS.GameObject
IsValidTarget (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
IsVisibleTo(GameObject checkObject)DOL.GS.GameObject [virtual]
IsWithinRadius(GameObject obj, int radius, bool ignoreZ=false)DOL.GS.GameObject
DOL::GS::Point3D.IsWithinRadius(IPoint3D point, int radius)DOL.GS.Point3D
DOL::GS::Point3D.IsWithinRadius(IPoint3D point, int radius, bool ignoreZ)DOL.GS.Point3D
DOL::GS::Point2D.IsWithinRadius(IPoint2D point, int radius)DOL.GS.Point2D
ItemBonusDOL.GS.GameLiving
LAST_ATTACK_DATADOL.GS.GameLiving
LAST_ATTACK_DATA_LHDOL.GS.GameLiving
LAST_ENEMY_ATTACK_RESULTDOL.GS.GameLiving
LastAttackedByEnemyTickDOL.GS.GameLiving
LastAttackedByEnemyTickPvEDOL.GS.GameLiving
LastAttackedByEnemyTickPvPDOL.GS.GameLiving
LastAttackTickDOL.GS.GameLiving
LastAttackTickPvEDOL.GS.GameLiving
LastAttackTickPvPDOL.GS.GameLiving
LastCombatTickPvEDOL.GS.GameLiving
LastCombatTickPvPDOL.GS.GameLiving
LastInterruptMessage (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
LevelDOL.GS.GameLiving
LoadCalculators()DOL.GS.GameLiving [static]
LoadDataQuests()DOL.GS.GameObject
LoadFromDatabase(DataObject obj)DOL.GS.GameDoor
LockedDOL.GS.GameDoor
m_abilitiesDOL.GS.GameLiving [protected]
m_abilityBonusDOL.GS.GameLiving [protected]
m_activeQuiverSlotDOL.GS.GameLiving [protected]
m_activeWeaponSlotDOL.GS.GameLiving [protected]
m_attackActionDOL.GS.GameLiving [protected]
m_attackersDOL.GS.GameLiving [protected]
m_buff1BonusDOL.GS.GameLiving [protected]
m_buff2BonusDOL.GS.GameLiving [protected]
m_buff4BonusDOL.GS.GameLiving [protected]
m_buffMult1BonusDOL.GS.GameLiving [protected]
m_charStatDOL.GS.GameLiving [protected]
m_closeDoorActionDOL.GS.GameDoor [protected]
m_controlledBrainDOL.GS.GameLiving [protected]
m_CurrentRegionDOL.GS.GameObject [protected]
m_currentSpeedDOL.GS.GameLiving [protected]
m_damageTypeToResistBonusConversionDOL.GS.GameLiving [protected, static]
m_dataQuestCacheDOL.GS.GameObject [protected, static]
m_dataQuestsDOL.GS.GameObject [protected]
m_debuffBonusDOL.GS.GameLiving [protected]
m_disabledSkillsDOL.GS.GameLiving [protected]
m_disarmed (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_disarmedTime (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_diseasedCountDOL.GS.GameLiving [protected]
m_effectsDOL.GS.GameLiving [protected]
m_enduranceDOL.GS.GameLiving [protected]
m_enduranceRegenerationPeriodDOL.GS.GameLiving [protected]
m_enduRegenerationTimerDOL.GS.GameLiving [protected]
m_groundTargetDOL.GS.GameLiving [protected]
m_groupDOL.GS.GameLiving [protected]
m_groupIndexDOL.GS.GameLiving [protected]
m_guildNameDOL.GS.GameObject [protected]
m_HeadingDOL.GS.GameObject [protected]
m_health (defined in DOL.GS.GameObject)DOL.GS.GameObject [protected]
m_healthRegenerationPeriodDOL.GS.GameLiving [protected]
m_healthRegenerationTimerDOL.GS.GameLiving [protected]
m_InternalIDDOL.GS.GameObject [protected]
m_interruptAction (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_interruptTime (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_inventoryDOL.GS.GameLiving [protected]
m_isCloakHoodUpDOL.GS.GameLiving [protected]
m_IsCloakInvisibleDOL.GS.GameLiving [protected]
m_isDataQuestsLoadedDOL.GS.GameObject [protected]
m_isEngaging (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_IsHelmInvisibleDOL.GS.GameLiving [protected]
m_isMuted (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_isSilenced (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_itemBonusDOL.GS.GameLiving [protected]
m_lastAttackedByEnemyTickPvEDOL.GS.GameLiving [protected]
m_lastAttackedByEnemyTickPvPDOL.GS.GameLiving [protected]
m_lastAttackTickPvEDOL.GS.GameLiving [protected]
m_lastAttackTickPvPDOL.GS.GameLiving [protected]
m_lastInterruptMessage (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_lastUpdateTickCount (defined in DOL.GS.GameDoor)DOL.GS.GameDoor [protected]
m_levelDOL.GS.GameObject [protected]
m_lockAbilities (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_manaDOL.GS.GameLiving [protected]
m_maxEnduranceDOL.GS.GameLiving [protected]
m_maxHealthDOL.GS.GameObject [protected]
m_maxSpeedBaseDOL.GS.GameLiving [protected]
m_mezzedDOL.GS.GameLiving [protected]
m_modelDOL.GS.GameObject [protected]
m_nameDOL.GS.GameObject [protected]
m_nextCombatBackupStyleDOL.GS.GameLiving [protected]
m_nextCombatStyleDOL.GS.GameLiving [protected]
m_ObjectIDDOL.GS.GameObject [protected]
m_ObjectStateDOL.GS.GameObject [protected]
m_ownerID (defined in DOL.GS.GameObject)DOL.GS.GameObject [protected]
m_powerRegenerationPeriodDOL.GS.GameLiving [protected]
m_powerRegenerationTimerDOL.GS.GameLiving [protected]
m_race (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_rangedAttackStateDOL.GS.GameLiving [protected]
m_rangedAttackTypeDOL.GS.GameLiving [protected]
m_RealmDOL.GS.GameObject [protected]
m_regenTimerLockDOL.GS.GameLiving [protected]
m_runningSpellHandlerDOL.GS.GameLiving [protected]
m_saveInDBDOL.GS.GameObject [protected]
m_silencedTime (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected]
m_skillListDOL.GS.GameLiving [protected]
m_spawnTickDOL.GS.GameObject [protected]
m_stateDOL.GS.GameDoor [protected]
m_stunnedDOL.GS.GameLiving [protected]
m_targetObjectWeakReferenceDOL.GS.GameLiving [protected]
m_turningDisabledCountDOL.GS.GameLiving [protected]
m_visibleActiveWeaponSlotsDOL.GS.GameLiving [protected]
m_xDOL.GS.Point2D [protected]
m_xpGainersDOL.GS.GameLiving [protected]
m_yDOL.GS.Point2D [protected]
m_zDOL.GS.Point3D [protected]
MakeAttack(GameObject target, InventoryItem weapon, Style style, double effectiveness, int interruptDuration, bool dualWield)DOL.GS.GameLiving [protected, virtual]
MakeAttack(GameObject target, InventoryItem weapon, Style style, double effectiveness, int interruptDuration, bool dualWield, bool ignoreLOS) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected, virtual]
Mana (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
ManaPercent (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
MaxConcentrationDOL.GS.GameLiving
MaxEnduranceDOL.GS.GameLiving
MaxHealthDOL.GS.GameDoor
MaxMana (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
MaxSpeedDOL.GS.GameLiving
MaxSpeedBaseDOL.GS.GameLiving
MinimumCastingSpeedDOL.GS.GameLiving
MinMeleeCriticalDamageDOL.GS.GameLiving [protected]
ModelDOL.GS.GameObject
ModifyAttack(AttackData attackData)DOL.GS.GameLiving [virtual]
MoneyValueDOL.GS.GameLiving
MovementElapsedTicksDOL.GS.GameLiving [protected]
MovementStartTickDOL.GS.GameLiving
MoveTo(ushort regionID, int x, int y, int z, ushort heading)DOL.GS.GameLiving [virtual]
DOL::GS::GameObject.MoveTo(GameLocation loc)DOL.GS.GameObject [virtual]
DOL::GS::GameLiving.NameDOL.GS.GameObject
Name (defined in DOL.GS.IDoor)DOL.GS.IDoor
NextCombatBackupStyleDOL.GS.GameLiving
NextCombatStyleDOL.GS.GameLiving
Notify(DOLEvent e, object sender, EventArgs args)DOL.GS.GameLiving [virtual]
Notify(DOLEvent e, object sender) (defined in DOL.GS.GameObject)DOL.GS.GameObject [virtual]
Notify(DOLEvent e) (defined in DOL.GS.GameObject)DOL.GS.GameObject [virtual]
Notify(DOLEvent e, EventArgs args) (defined in DOL.GS.GameObject)DOL.GS.GameObject [virtual]
NoXPForLevelDOL.GS.GameLiving [static]
NPCManipulateDoorRequest(GameNPC npc, bool open)DOL.GS.GameDoor
ObjectHasOwner() (defined in DOL.GS.GameObject)DOL.GS.GameObject [static]
DOL::GS::GameLiving.ObjectIDDOL.GS.GameObject
ObjectID (defined in DOL.GS.IDoor)DOL.GS.IDoor
ObjectStateDOL.GS.GameObject
OnAfterSpellCastSequence(ISpellHandler handler)DOL.GS.GameLiving [virtual]
OnAttackedByEnemy(AttackData ad)DOL.GS.GameLiving [virtual]
OnInterruptTick(GameLiving attacker, AttackData.eAttackType attackType)DOL.GS.GameLiving [protected, virtual]
OnPetSummoned(GamePet pet)DOL.GS.GameLiving [virtual]
OnTargetDeadOrNoTarget()DOL.GS.GameLiving [virtual]
Open()DOL.GS.GameDoor
OwnerIDDOL.GS.GameObject
PetCountDOL.GS.GameLiving
PlayerHasItem(GamePlayer player, string str) (defined in DOL.GS.GameObject)DOL.GS.GameObject [static]
Point2D()DOL.GS.Point2D
Point2D(int x, int y)DOL.GS.Point2D
Point2D(IPoint2D point)DOL.GS.Point2D
Point3D()DOL.GS.Point3D
Point3D(int x, int y, int z)DOL.GS.Point3D
Point3D(IPoint2D point, int z)DOL.GS.Point3D
Point3D(IPoint3D point)DOL.GS.Point3D
PowerRegenerationPeriodDOL.GS.GameLiving [protected]
PowerRegenerationTimerCallback(RegionTimer selfRegenerationTimer)DOL.GS.GameLiving [protected, virtual]
PropertiesChanged()DOL.GS.GameLiving [virtual]
Race (defined in DOL.GS.GameLiving)DOL.GS.GameLiving
RADIAN_TO_HEADINGDOL.GS.Point2D
RangeAttackAmmoDOL.GS.GameLiving [protected]
RangeAttackTargetDOL.GS.GameLiving [protected]
RangedAttackFinished()DOL.GS.GameLiving [virtual]
RangedAttackStateDOL.GS.GameLiving
RangedAttackTypeDOL.GS.GameLiving
DOL::GS::GameLiving.RealmDOL.GS.GameObject
Realm (defined in DOL.GS.IDoor)DOL.GS.IDoor
RealmPointsValueDOL.GS.GameLiving
ReceiveItem(GameLiving source, InventoryItem item)DOL.GS.GameLiving [virtual]
DOL::GS::GameObject.ReceiveItem(GameLiving source, string templateID)DOL.GS.GameObject [virtual]
DOL::GS::GameObject.ReceiveItem(GameLiving source, WorldInventoryItem item)DOL.GS.GameObject [virtual]
ReceiveMoney(GameLiving source, long money)DOL.GS.GameLiving [virtual]
RegenDoorHealth() (defined in DOL.GS.GameDoor)DOL.GS.GameDoor
RemoveAbility(string abilityKeyName)DOL.GS.GameLiving [virtual]
RemoveAttacker(GameObject attacker)DOL.GS.GameLiving [virtual]
RemoveDataQuest(DataQuest quest) (defined in DOL.GS.GameObject)DOL.GS.GameObject
RemoveFromWorld()DOL.GS.GameLiving [virtual]
SaveInDBDOL.GS.GameObject
SaveIntoDatabase()DOL.GS.GameDoor [virtual]
Say(string str)DOL.GS.GameLiving [virtual]
SayReceive(GameLiving source, string str)DOL.GS.GameLiving [virtual]
SendAttackingCombatMessages(AttackData ad)DOL.GS.GameLiving [protected, virtual]
SetControlledBrain(IControlledBrain controlledBrain)DOL.GS.GameLiving [virtual]
SetGroundTarget(int groundX, int groundY, int groundZ)DOL.GS.GameLiving [virtual]
SetTickSpeed(double dx, double dy, double dz)DOL.GS.GameLiving [protected]
SetTickSpeed(double dx, double dy, double dz, int speed)DOL.GS.GameLiving [protected]
ShowAttackAnimation(AttackData ad, InventoryItem weapon)DOL.GS.GameLiving [virtual]
SilencedTimeDOL.GS.GameLiving
SpawnTickDOL.GS.GameObject
SpecBuffBonusCategoryDOL.GS.GameLiving
SpellCriticalChanceDOL.GS.GameLiving
SpellInterruptDurationDOL.GS.GameLiving
SpellInterruptRecastAgainDOL.GS.GameLiving
SpellInterruptRecastTimeDOL.GS.GameLiving
StartAttack(GameObject attackTarget)DOL.GS.GameLiving [virtual]
StartEnduranceRegeneration()DOL.GS.GameLiving [virtual]
StartHealthRegen(object param) (defined in DOL.GS.GameDoor)DOL.GS.GameDoor
StartHealthRegeneration()DOL.GS.GameLiving [virtual]
StartInterruptTimer(AttackData attack, int duration)DOL.GS.GameLiving [virtual]
StartInterruptTimer(int duration, AttackData.eAttackType attackType, GameLiving attacker)DOL.GS.GameLiving [virtual]
StartPowerRegeneration()DOL.GS.GameLiving [virtual]
StartWeaponMagicalEffect(InventoryItem weapon, AttackData ad, SpellLine spellLine, int spellID, bool ignoreLevel)DOL.GS.GameLiving [protected, virtual]
STAT_NAMESDOL.GS.GameLiving [static]
StateDOL.GS.GameDoor
Status (defined in DOL.GS.GameDoor)DOL.GS.GameDoor
StopAttack()DOL.GS.GameLiving [virtual]
StopAttack(bool forced)DOL.GS.GameLiving [virtual]
StopCurrentSpellcast()DOL.GS.GameLiving [virtual]
StopEnduranceRegeneration()DOL.GS.GameLiving [virtual]
StopHealthRegeneration()DOL.GS.GameLiving [virtual]
StopPowerRegeneration()DOL.GS.GameLiving [virtual]
SwingTimeLeftDOL.GS.GameLiving
SwitchWeapon(eActiveWeaponSlot slot)DOL.GS.GameLiving [virtual]
TakeDamage(GameObject source, eDamageType damageType, int damageAmount, int criticalAmount)DOL.GS.GameDoor [virtual]
DOL::GS::GameObject.TakeDamage(AttackData ad)DOL.GS.GameObject [virtual]
TargetInViewDOL.GS.GameLiving
TargetObjectDOL.GS.GameLiving
TempPropertiesDOL.GS.GameLiving
TickSpeedXDOL.GS.GameLiving
TickSpeedYDOL.GS.GameLiving
TickSpeedZDOL.GS.GameLiving
ToString()DOL.GS.GameObject
TryBlock(AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount, EngageEffect engage) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected, virtual]
TryEvade(AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected, virtual]
TryParry(AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount) (defined in DOL.GS.GameLiving)DOL.GS.GameLiving [protected, virtual]
TypeDOL.GS.GameDoor
UnstyledDamageCap(InventoryItem weapon)DOL.GS.GameLiving [virtual]
UpdateTickSpeed()DOL.GS.GameLiving [protected, virtual]
VisibleActiveWeaponSlotsDOL.GS.GameLiving
WeaponDamage(InventoryItem weapon)DOL.GS.GameLiving [virtual]
WeaponSpecLevel(InventoryItem weapon)DOL.GS.GameLiving [virtual]
Whisper(GameObject target, string str)DOL.GS.GameLiving [virtual]
WhisperReceive(GameLiving source, string str)DOL.GS.GameLiving [virtual]
XDOL.GS.GameLiving
XPForLivingDOL.GS.GameLiving [static]
XPGainersDOL.GS.GameLiving
YDOL.GS.GameLiving
Yell(string str)DOL.GS.GameLiving [virtual]
YellReceive(GameLiving source, string str)DOL.GS.GameLiving [virtual]
ZDOL.GS.GameLiving
ZoneIDDOL.GS.GameDoor
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