| Actor_action() | Actor_action | [inline] |
| as_usecode_path() | Actor_action | [inline, virtual] |
| cnt | Frames_actor_action | [private] |
| create_action_sequence(Actor *actor, Tile_coord dest, Actor_action *when_there, bool from_off_screen=false) | Actor_action | [static] |
| following_smart_path() | Actor_action | [inline, virtual] |
| frames | Frames_actor_action | [private] |
| Frames_actor_action(signed char *f, int c, int spd=200, Game_object *o=0) | Frames_actor_action | |
| get_dest(Tile_coord &dest) | Actor_action | [inline, virtual] |
| get_index() | Frames_actor_action | [inline] |
| get_party | Actor_action | [protected] |
| handle_event(Actor *actor) | Frames_actor_action | [virtual] |
| handle_event_safely(Actor *actor, bool &deleted) | Actor_action | |
| index | Frames_actor_action | [private] |
| obj | Frames_actor_action | [private] |
| seq | Actor_action | [protected] |
| set_get_party(bool tf=true) | Actor_action | [inline] |
| speed | Frames_actor_action | [private] |
| stop(Actor *actor) | Actor_action | [inline, virtual] |
| walk_to_tile(Actor *npc, Tile_coord src, Tile_coord dest, int dist=0) | Actor_action | [virtual] |
| ~Actor_action() | Actor_action | [inline, virtual] |
| ~Frames_actor_action() | Frames_actor_action | [inline, virtual] |