advanceAfterCombat, attack, cantMoveTo, combatEnded, combatResult, consumeAmmunition, decreaseAmmunitionLevel, decreaseAttackFactor, decreaseDefenceFactor, decreaseFuelLevel, decreaseHealth, decreaseIndirectFireFactor, fuelConsumtion, fuelConsumtion, getAmmunitionLevel, getAmmunitionLevelAttackFactor, getAmmunitionLevelDefenceFactor, getAttackFactor, getAttacking, getAttackValue, getCombatExtendTime, getDefenceFactor, getDefenceValue, getDisturbedTime, getEnemyForcesWithinRangeOfUnit, getForce, getFuelLevel, getFuelLevelProperty, getFuelLevelSpeedFactor, getGroundState, getHealth, getInCombatWhith, getIndirectFireDispersion, getIndirectFireExtendTime, getIndirectFireFactor, getRegainStrengthTime, getReloadExtendTime, getSpeedFactor, getSupports, getTimeToShowIndirectFire, getUnderAttack, init, initUnderAttack, isAdvancing, isAttacking, isDisturbed, isEnemyForcesWithinRangeOfUnit, isEnemyForcesWithinRangeOfUnit, isFiringIndirect, isInCombat, isMarching, isOutsideMap, isRegainingStrength, isReloading, isUnderAttack, isUnderIndirectFire, joinForCombat, markAsDestroyed, performRetreatTo, playReplayData, printWriteMe, regainStrength, releaseFiringIndirect, resetCombatants, resetDisturbed, retreatAfterCombat, saveReplayData, sendCombatEndedMessage, sendUnitMessage, setAdvancing, setAmmunitionLevel, setAttackFactor, setAttacking, setDefenceFactor, setDisturbed, setFiringIndirect, setForce, setFuelLevel, setFuelLevelProperty, setHealth, setInCombatWhith, setIndirectFireFactor, setMarching, setPosition, setPosition, setRegainingStrength, setRegainStrengthProperty, setReloading, setReloadProperty, setSpeedFactor, setSupports, setUnderAttack, setUnderIndirectFire, toString, underIndirectFire, underIndirectFireCompleted, updateStatus, updateZoneOfControll |