| _angle | ChaseMovementGenerator< T > | private |
| _lastTargetPosition | ChaseMovementGenerator< T > | private |
| _movingTowards | ChaseMovementGenerator< T > | private |
| _mutualChase | ChaseMovementGenerator< T > | private |
| _range | ChaseMovementGenerator< T > | private |
| ChaseMovementGenerator(Unit *target, Optional< ChaseRange > range={}, Optional< ChaseAngle > angle={}) | ChaseMovementGenerator< T > | inline |
| DispatchSplineToPosition(T *owner, float x, float y, float z, bool walk, bool cutPath, float maxTarget, bool forceDest, bool target=false) | ChaseMovementGenerator< T > | |
| DistanceYourself(T *owner, float distance) | ChaseMovementGenerator< T > | |
| DoFinalize(T *) | ChaseMovementGenerator< T > | |
| DoInitialize(T *) | ChaseMovementGenerator< T > | |
| DoInitialize(Player *owner) | ChaseMovementGenerator< T > | |
| DoInitialize(Creature *owner) | ChaseMovementGenerator< T > | |
| DoReset(T *) | ChaseMovementGenerator< T > | |
| DoUpdate(T *, uint32) | ChaseMovementGenerator< T > | |
| EnableWalking() const | ChaseMovementGenerator< T > | inline |
| Finalize(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
| GetMovementGeneratorType() | ChaseMovementGenerator< T > | inlinevirtual |
| GetResetPosition(float &, float &, float &) | MovementGenerator | inlinevirtual |
| GetSplineId() const | MovementGenerator | inlinevirtual |
| GetTarget() const | ChaseMovementGenerator< T > | inline |
| HasLostTarget(Unit *unit) const | ChaseMovementGenerator< T > | inline |
| i_leashExtensionTimer | ChaseMovementGenerator< T > | private |
| i_path | ChaseMovementGenerator< T > | private |
| i_recalculateTravel | ChaseMovementGenerator< T > | private |
| i_recheckDistance | ChaseMovementGenerator< T > | private |
| i_target | TargetedMovementGeneratorBase | protected |
| Initialize(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
| m_currentMode | ChaseMovementGenerator< T > | private |
| MovementInform(T *) | ChaseMovementGenerator< T > | |
| Pause(uint32) | MovementGenerator | inlinevirtual |
| PositionOkay(T *owner, Unit *target, Optional< float > maxDistance, Optional< ChaseAngle > angle) | ChaseMovementGenerator< T > | |
| Reset(Unit *u) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
| Resume(uint32) | MovementGenerator | inlinevirtual |
| SetNewTarget(Unit *target) | ChaseMovementGenerator< T > | |
| SetOffsetAndAngle(std::optional< ChaseRange > dist, std::optional< ChaseAngle > angle) | ChaseMovementGenerator< T > | |
| stopFollowing() | TargetedMovementGeneratorBase | inline |
| TargetedMovementGeneratorBase(Unit *target) | TargetedMovementGeneratorBase | inline |
| unitSpeedChanged() | ChaseMovementGenerator< T > | inlinevirtual |
| Update(Unit *u, uint32 time_diff) override | MovementGeneratorMedium< T, ChaseMovementGenerator< T > > | inlinevirtual |
| ~ChaseMovementGenerator() | ChaseMovementGenerator< T > | inline |
| ~MovementGenerator() | MovementGenerator | virtual |