| advance(const SimulationStep &step) | eve::combat::CombatCharacterRuntime | |
| applyDamageReaction(SubjectRef subject, HitReaction reaction, Duration stunDuration, Impulse3 knockback) | eve::combat::CombatCharacterRuntime | |
| applyImpulse(SubjectRef subject, CombatVector3 impulse) | eve::combat::CombatCharacterRuntime | |
| applyStun(SubjectRef subject, Duration duration) | eve::combat::CombatCharacterRuntime | |
| beginAttack(SubjectRef subject) | eve::combat::CombatCharacterRuntime | |
| clearGroundProvider() noexcept | eve::combat::CombatCharacterRuntime | inline |
| clearMoveProbe() noexcept | eve::combat::CombatCharacterRuntime | inline |
| dodge(SubjectRef subject, std::optional< CombatVector3 > direction=std::nullopt) | eve::combat::CombatCharacterRuntime | |
| dodgeRelative(SubjectRef subject, CombatVector3 lockTarget, CombatDodgeRelative relative) | eve::combat::CombatCharacterRuntime | |
| endAttack(SubjectRef subject) | eve::combat::CombatCharacterRuntime | |
| jump(SubjectRef subject) | eve::combat::CombatCharacterRuntime | |
| kill(SubjectRef subject) | eve::combat::CombatCharacterRuntime | |
| registerSubject(CombatCharacterDefinition definition) | eve::combat::CombatCharacterRuntime | |
| setFacing(SubjectRef subject, CombatVector3 facing) | eve::combat::CombatCharacterRuntime | |
| setGroundProvider(ICombatGroundProvider &provider) noexcept | eve::combat::CombatCharacterRuntime | inline |
| setMoveIntent(SubjectRef subject, CombatVector3 direction, double speedFraction) | eve::combat::CombatCharacterRuntime | |
| setMoveProbe(ICombatMoveProbe &probe) noexcept | eve::combat::CombatCharacterRuntime | inline |
| setRootMotionDelta(SubjectRef subject, CombatVector3 delta) | eve::combat::CombatCharacterRuntime | |
| setTimeFrozen(SubjectRef subject, bool frozen) | eve::combat::CombatCharacterRuntime | |
| state(SubjectRef subject) const | eve::combat::CombatCharacterRuntime | |
| states() const | eve::combat::CombatCharacterRuntime | |
| unregisterSubject(SubjectRef subject) | eve::combat::CombatCharacterRuntime | |