CalculateCurrentAttackAngle | function CalculateCurrentAttackAngle(H7IEffectTargetable Target, H7Unit selectedUnit, Vector HitLocation) |
CalculateCurrentRotationSelectionAngle | function CalculateCurrentRotationSelectionAngle(H7IEffectTargetable Target, H7Unit selectedUnit, Vector HitLocation) |
CheckIfTooltipNecessary | function CheckIfTooltipNecessary(H7EffectContainer container) |
GameplayAngleToGUIAngle | protected function int GameplayAngleToGUIAngle(int gameplayAngle) |
GetCurrentDirection | function H7StructsAndEnumsNative.EDirection GetCurrentDirection() |
GetCurrentDirectionRotationSelect | function H7StructsAndEnumsNative.EDirection GetCurrentDirectionRotationSelect() |
GetDOA | protected function H7StructsAndEnumsNative.EDirection GetDOA(Rotator cursorRotation, H7Unit attacker, H7IEffectTargetable Target) |
GetDOAForCell | protected function H7StructsAndEnumsNative.EDirection GetDOAForCell(Rotator cursorRotation, H7Unit attacker) |
GetLastResult | function H7CombatResult GetLastResult() |
GetMirroredDirection | private final function H7StructsAndEnumsNative.EDirection GetMirroredDirection(H7StructsAndEnumsNative.EDirection Direction) |
GetResultForEnterAura | private final function H7CombatResult GetResultForEnterAura(H7EffectContainer Ability, H7Unit Target) |
GetSnappedAngle | static function int GetSnappedAngle(H7StructsAndEnumsNative.EDirection Dir) |
GetSnappedDirection | protected function H7StructsAndEnumsNative.EDirection GetSnappedDirection(int cursorRotation, int sectorAngle) |
HandlePreviewTooltip | function bool HandlePreviewTooltip(array<H7IEffectTargetable> Targets, H7IEffectTargetable Target, optional int Angle, optional H7CombatMapCell HitCell) |
SetCursor | protected function SetCursor(H7StructsAndEnums.ECursorType cursorType, optional Rotator cursorRotation) |
Setup | function Setup(H7CombatController combatController, H7CombatMapGridController gridController) |
ShowNormalHUDCursor | function ShowNormalHUDCursor() |
ShowUnitOverCursor | function ShowUnitOverCursor(H7Unit targetUnit) |
UpdateAbilityCursor | protected function UpdateAbilityCursor(H7IEffectTargetable Target, optional array<H7IEffectTargetable> Targets, optional Vector HitLocation, optional bool IsAbility = false, optional bool IsDirectional = false, optional bool isPositiveAbility = false, optional H7CombatMapCell HitCell) |
UpdateAuraHovering | protected function UpdateAuraHovering(H7Unit activeUnit, H7CombatMapCell auraCell) |
UpdateCombatCursor | protected function UpdateCombatCursor(H7CombatMapCell HitCell, Vector HitLocation) |
UpdateCombatCursorWithSpell | function UpdateCombatCursorWithSpell(optional H7BaseAbility Spell) |
UpdateCursor | function UpdateCursor(H7CombatMapCell HitCell, Vector HitLocation) |
UpdateHeroAttackCursor | protected function UpdateHeroAttackCursor(H7Unit targetStack) |
UpdateMovementCursor | protected function UpdateMovementCursor(H7Unit Unit) |
UpdateRotationSelectionCursor | protected function UpdateRotationSelectionCursor(Vector HitLocation) |
UpdateSiegeEngineAttackCursor | function UpdateSiegeEngineAttackCursor(H7IEffectTargetable Target) |
UpdateTacticsCursor | function UpdateTacticsCursor(H7CombatMapCell HitCell) |
WasAlreadyCalculated | function bool WasAlreadyCalculated(H7EffectContainer container, array<H7IEffectTargetable> Targets, optional int Angle, optional H7StructsAndEnumsNative.EDirection Direction, optional bool updateOnlyCursor = false, optional H7IEffectTargetable mainTarget = none) |