| actions | Sequence_actor_action | [private] |
| Actor_action() | Actor_action | [inline] |
| as_usecode_path() | Actor_action | [inline, virtual] |
| 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] |
| get_dest(Tile_coord &dest) | Actor_action | [inline, virtual] |
| get_party | Actor_action | [protected] |
| handle_event(Actor *actor) | Sequence_actor_action | [virtual] |
| handle_event_safely(Actor *actor, bool &deleted) | Actor_action | |
| index | Sequence_actor_action | [private] |
| seq | Actor_action | [protected] |
| Sequence_actor_action(Actor_action **act, int spd=100) | Sequence_actor_action | [inline] |
| Sequence_actor_action(Actor_action *a0, Actor_action *a1, Actor_action *a2=0, Actor_action *a3=0) | Sequence_actor_action | |
| set_get_party(bool tf=true) | Actor_action | [inline] |
| set_speed(int spd) | Sequence_actor_action | [inline] |
| speed | Sequence_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] |
| ~Sequence_actor_action() | Sequence_actor_action | [virtual] |