29 #ifndef __GAME_AFENTITY_H__
30 #define __GAME_AFENTITY_H__
52 virtual void Think(
void );
83 void BuildChain(
const idStr &
name,
const idVec3 &origin,
float linkLength,
float linkWidth,
float density,
int numLinks,
bool bindToWorld =
true );
111 virtual void Think(
void );
113 virtual void Hide(
void );
114 virtual void Show(
void );
158 virtual void Think(
void );
167 virtual bool LoadAF(
void );
226 void SetThrown(
bool isThrown );
229 virtual void SpawnGibs(
const idVec3 &dir,
const char *damageDefName );
232 bool IsGibbed() {
return gibbed; };
244 virtual void Gib(
const idVec3 &dir,
const char *damageDefName );
247 void Event_Gib(
const char *damageDefName );
270 virtual void Think(
void );
302 virtual void Think(
void );
304 virtual void Hide(
void );
305 virtual void Show(
void );
312 virtual void Gib(
const idVec3 &dir,
const char *damageDefName );
321 void Event_Gib(
const char *damageDefName );
372 virtual void Think(
void );
397 virtual void Think(
void );
422 virtual void Think(
void );
451 void PostSpawn(
void );
452 virtual void Think(
void );
458 float currentSteering;
462 void Event_SetVelocity(
float _velocity );
463 void Event_SetTorque(
float _torque );
464 void Event_SetSteeringSpeed(
float _steeringSpeed );
465 void Event_SetWayPoint(
idEntity *_waypoint );
488 virtual void Think(
void );
534 class idHarvestable :
public idEntity {
571 bool GetFxOrientationAxis(
idMat3& mat);
573 void Event_SpawnHarvestTrigger(
void );
592 idAFEntity_Harvest();
593 ~idAFEntity_Harvest();
600 virtual void Think(
void );
602 virtual void Gib(
const idVec3 &dir,
const char *damageDefName );
607 void Event_SpawnHarvestEntity(
void );
CLASS_PROTOTYPE(idAFEntity_Vehicle)
int skeletonModelDefHandle
virtual void Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
jointHandle_t steeringWheelJoint
virtual void Gib(const idVec3 &dir, const char *damageDefName)
void InitSkeletonModel(void)
CLASS_PROTOTYPE(idAFEntity_Gibbable)
void Event_SetConstraintPosition(const char *name, const idVec3 &pos)
CLASS_PROTOTYPE(idAFEntity_ClawFourFingers)
idList< int > modelDefHandles
idAFConstraint_Hinge * steering[2]
bool IsActiveAF(void) const
void Restore(idRestoreGame *savefile)
void Save(idSaveGame *savefile) const
virtual void UnlinkCombat(void)
CLASS_PROTOTYPE(idAFEntity_WithAttachedHead)
virtual bool Collide(const trace_t &collision, const idVec3 &velocity)
const idDeclParticle * dustSmoke
~idAFEntity_SteamPipe(void)
void SetCombatModel(void)
CLASS_PROTOTYPE(idAFAttachment)
void Event_StopFingers(void)
const char * GetAFName(void) const
~idAFEntity_Gibbable(void)
void SetCombatModel(void)
jointHandle_t wheelJoints[6]
virtual bool GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)
idPhysics_AF * GetPhysics(void)
idAFEntity_VehicleSimple(void)
virtual void Gib(const idVec3 &dir, const char *damageDefName)
virtual void ShowEditingDialog(void)
GLuint GLuint GLsizei GLenum type
void Save(idSaveGame *savefile) const
void InitSteamRenderEntity(void)
~idAFEntity_WithAttachedHead()
virtual void SpawnGibs(const idVec3 &dir, const char *damageDefName)
void Restore(idRestoreGame *savefile)
virtual void UnlinkCombat(void)
jointHandle_t wheelJoints[4]
virtual void AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
const idEventDef EV_Gibbed
void Restore(idRestoreGame *savefile)
idClipModel * combatModel
virtual void FreeModelDef(void)
void Event_Gib(const char *damageDefName)
CLASS_PROTOTYPE(idAFEntity_Generic)
idAFConstraint_Hinge * fingers[4]
CLASS_PROTOTYPE(idAFEntity_VehicleSimple)
void Restore(idRestoreGame *savefile)
idClipModel * combatModel
virtual bool LoadAF(void)
void SetModelForId(int id, const idStr &modelName)
virtual void AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
virtual void Present(void)
void KeepRunningPhysics(void)
void Restore(idRestoreGame *savefile)
void Use(idPlayer *player)
idRenderModel * skeletonModel
void Save(idSaveGame *savefile) const
void SaveState(idDict &args) const
CLASS_PROTOTYPE(idAFEntity_SteamPipe)
idPhysics_AF * GetAFPhysics(void)
virtual void GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)
static void DropAFs(idEntity *ent, const char *type, idList< idEntity * > *list)
virtual void GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)
~idAFEntity_VehicleSimple(void)
virtual void ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)
virtual void AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)
void Save(idSaveGame *savefile) const
idAFEntity_VehicleSixWheels(void)
CLASS_PROTOTYPE(idAFEntity_VehicleSixWheels)
void Save(idSaveGame *savefile) const
idAFEntity_SteamPipe(void)
jointHandle_t attachJoint
void Event_Activate(idEntity *activator)
idAFConstraint_Suspension * suspension[4]
void SetCombatContents(bool enable)
CLASS_PROTOTYPE(idMultiModelAF)
virtual void Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
idAFEntity_WithAttachedHead()
#define CLASS_PROTOTYPE(nameofclass)
virtual void ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
int BodyForClipModelId(int id) const
idClipModel * GetCombatModel(void) const
void PlayIdleAnim(int blendTime)
virtual void ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
void LoadState(const idDict &args)
idAFEntity_ClawFourFingers(void)
virtual void LinkCombat(void)
void Restore(idRestoreGame *savefile)
idAFEntity_VehicleFourWheels(void)
void BuildChain(const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld=true)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idAFEntity_VehicleFourWheels)
idAFConstraint_Hinge * steering[4]
virtual ~idAFEntity_Base(void)
jointHandle_t wheelJoints[4]
virtual void LinkCombat(void)
void Event_SetFingerAngle(float angle)
idEntityPtr< idAFAttachment > head
void SetBody(idEntity *bodyEnt, const char *headModel, jointHandle_t attachJoint)
void Event_Gib(const char *damageDefName)
void RemoveBindConstraints(void)
void Save(idSaveGame *savefile) const
~idAFEntity_Generic(void)
virtual void Present(void)
void AddBindConstraints(void)
idClipModel * GetCombatModel(void) const
CLASS_PROTOTYPE(idAFEntity_Base)
float GetSteerAngle(void)
qhandle_t steamModelDefHandle
idEntity * GetBody(void) const
idAFEntity_Gibbable(void)
renderEntity_t steamRenderEntity
void Restore(idRestoreGame *savefile)
const char * GetName(void) const
bool IsActive(void) const
void Event_Activate(idEntity *activator)
idList< idRenderModel * > modelHandles
virtual void UnlinkCombat(void)
virtual bool UpdateAnimationControllers(void)
virtual ~idAFAttachment(void)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
virtual void LinkCombat(void)