M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.OrderController Member List

This is the complete list of members for TaleWorlds.MountAndBlade.OrderController, including all inherited members.

AddOrderOverride(Func< Formation, MovementOrder, MovementOrder > orderOverride)TaleWorlds.MountAndBlade.OrderController
BackupAndDisableGesturesEnabled()TaleWorlds.MountAndBlade.OrderController
ClearSelectedFormations()TaleWorlds.MountAndBlade.OrderController
DeselectFormation(Formation formation)TaleWorlds.MountAndBlade.OrderController
FormationGapInLineTaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveAIControlOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveArrangementOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveFacingOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveFiringOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveFormOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveMovementOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveRidingOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetActiveWeaponUsageOrderOf(Formation formation)TaleWorlds.MountAndBlade.OrderControllerstatic
GetOrderFormCustomWidth(IEnumerable< Formation > formations, Vec3 orderPosition)TaleWorlds.MountAndBlade.OrderControllerstatic
GetOrderLookAtDirection(IEnumerable< Formation > formations, Vec2 target)TaleWorlds.MountAndBlade.OrderControllerstatic
GetOverridenOrderType(Formation formation)TaleWorlds.MountAndBlade.OrderController
IsFormationListening(Formation formation)TaleWorlds.MountAndBlade.OrderController
IsFormationSelectable(Formation formation)TaleWorlds.MountAndBlade.OrderController
OnOrderIssuedTaleWorlds.MountAndBlade.OrderController
OnSelectedFormationsChangedTaleWorlds.MountAndBlade.OrderController
OrderController(Mission mission, Team team, Agent owner)TaleWorlds.MountAndBlade.OrderController
OwnerTaleWorlds.MountAndBlade.OrderController
RearrangeFormationsAccordingToFilters(Team team, List< Tuple< Formation, int, Team.TroopFilter, List< Agent > > > MassTransferData)TaleWorlds.MountAndBlade.OrderController
ReleaseFormationsFromAI()TaleWorlds.MountAndBlade.OrderController
RestoreGesturesEnabled(bool oldValue)TaleWorlds.MountAndBlade.OrderController
SelectAllFormations(bool uiFeedback=false)TaleWorlds.MountAndBlade.OrderController
SelectedFormationsTaleWorlds.MountAndBlade.OrderController
SelectFormation(Formation formation)TaleWorlds.MountAndBlade.OrderController
SetOrder(OrderType orderType)TaleWorlds.MountAndBlade.OrderController
SetOrderWithAgent(OrderType orderType, Agent agent)TaleWorlds.MountAndBlade.OrderController
SetOrderWithFormation(OrderType orderType, Formation orderFormation)TaleWorlds.MountAndBlade.OrderController
SetOrderWithFormationAndNumber(OrderType orderType, Formation orderFormation, int number)TaleWorlds.MountAndBlade.OrderController
SetOrderWithFormationAndPercentage(OrderType orderType, Formation orderFormation, float percentage)TaleWorlds.MountAndBlade.OrderController
SetOrderWithOrderableObject(IOrderable target)TaleWorlds.MountAndBlade.OrderController
SetOrderWithPosition(OrderType orderType, WorldPosition orderPosition)TaleWorlds.MountAndBlade.OrderController
SetOrderWithTwoPositions(OrderType orderType, WorldPosition position1, WorldPosition position2)TaleWorlds.MountAndBlade.OrderController
SiegeWeaponControllerTaleWorlds.MountAndBlade.OrderController
SimulateDestinationFrames(out List< WorldPosition > simulationAgentFrames, float minDistance=3f)TaleWorlds.MountAndBlade.OrderController
SimulateNewCustomWidthOrder(float width, out List< WorldPosition > simulationAgentFrames)TaleWorlds.MountAndBlade.OrderController
SimulateNewFacingOrder(Vec2 direction, out List< WorldPosition > simulationAgentFrames)TaleWorlds.MountAndBlade.OrderController
SimulateNewOrderWithPositionAndDirection(WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< WorldPosition > simulationAgentFrames, bool isFormationLayoutVertical)TaleWorlds.MountAndBlade.OrderController
SimulateNewOrderWithPositionAndDirection(IEnumerable< Formation > formations, Dictionary< Formation, Formation > simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< WorldPosition > simulationAgentFrames, bool isFormationLayoutVertical=true)TaleWorlds.MountAndBlade.OrderControllerstatic
SimulateNewOrderWithPositionAndDirection(IEnumerable< Formation > formations, Dictionary< Formation, Formation > simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< ValueTuple< Formation, int, float, WorldPosition, Vec2 > > formationChanges, out bool isLineShort, bool isFormationLayoutVertical=true)TaleWorlds.MountAndBlade.OrderControllerstatic
simulationFormationsTaleWorlds.MountAndBlade.OrderController
SortFormationsForHorizontalLayout(IEnumerable< Formation > formations)TaleWorlds.MountAndBlade.OrderControllerstatic
SplitFormation(Formation formation, int count=2)TaleWorlds.MountAndBlade.OrderController
TickDebug()TaleWorlds.MountAndBlade.OrderController
TransferUnits(Formation source, Formation target, int count)TaleWorlds.MountAndBlade.OrderController
TransferUnitWithPriorityFunction(Formation orderFormation, int number, bool hasShield, bool hasSpear, bool hasThrown, bool isHeavy, bool isRanged, bool isMounted, bool excludeBannerman, List< Agent > excludedAgents)TaleWorlds.MountAndBlade.OrderController