29 #ifndef __GAME_ACTOR_H__
30 #define __GAME_ACTOR_H__
85 void Enable(
int blendFrames );
87 bool AnimDone(
int blendFrames )
const;
132 virtual void Hide(
void );
133 virtual void Show(
void );
137 virtual bool LoadAF(
void );
152 void SetState(
const char *statename );
191 virtual bool OnLadder(
void )
const;
209 bool AnimDone(
int channel,
int blendFrames )
const;
210 virtual void SpawnGibs(
const idVec3 &dir,
const char *damageDefName );
275 virtual void Gib(
const idVec3 &dir,
const char *damageDefName );
330 void Event_SetDamageGroupScale(
const char* groupName,
float scale);
331 void Event_SetDamageGroupScaleAll(
float scale );
332 void Event_GetDamageGroupScale(
const char* groupName );
333 void Event_SetDamageCap(
float _damageCap );
334 void Event_SetWaitState(
const char*
waitState);
335 void Event_GetWaitState();
void Event_PlayCycle(int channel, const char *name)
const function_t * idealState
const idEventDef AI_GetBlendFrames
virtual void GetAASLocation(idAAS *aas, idVec3 &pos, int &areaNum) const
virtual bool LoadAF(void)
bool PointVisible(const idVec3 &point) const
void Event_SetNextState(const char *name)
idList< idAttachInfo > attachments
void StopAnim(int frames)
virtual idThread * ConstructScriptObject(void)
void Event_HasAnim(int channel, const char *name)
void Event_StopSound(int channel, int netsync)
virtual void UnlinkCombat(void)
idLinkList< idActor > enemyNode
const idEventDef EV_DisableWalkIK
void Event_DisableEyeFocus(void)
void Event_EnableWalkIK(void)
int GetDamageForLocation(int damage, int location)
void Attach(idEntity *ent)
type * GetEntity(void) const
void Event_Footstep(void)
idEntityPtr< idEntity > ent
const idEventDef AI_PlayAnim
GLenum GLenum GLenum GLenum GLenum scale
void Restore(idRestoreGame *savefile)
void SetCombatModel(void)
virtual bool GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)
void Event_NextEnemy(idEntity *ent)
idClipModel * GetCombatModel(void) const
idLinkList< idActor > enemyList
idList< float > damageScale
void SetEyeHeight(float height)
void Event_GetPainAnim(void)
void PlayFootStepSound(void)
void Event_IdleAnim(int channel, const char *name)
void Event_EnableLegIK(int num)
void Event_GetBlendFrames(int channel)
virtual int GetDefaultSurfaceType(void) const
virtual void ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)
virtual void LinkCombat(void)
void CopyJointsFromBodyToHead(void)
void Event_PlayAnim(int channel, const char *name)
void SetDeltaViewAngles(const idAngles &delta)
void SetAnimState(int channel, const char *name, int blendFrames)
const idEventDef EV_Footstep
void Event_AnimDone(int channel, int blendFrames)
void Event_DisableWalkIK(void)
bool AnimDone(int channel, int blendFrames) const
void Event_PreventPain(float duration)
bool HasEnemies(void) const
bool AnimDone(int blendFrames) const
bool CanSee(idEntity *ent, bool useFOV) const
virtual bool OnLadder(void) const
idVec3 GetEyePosition(void) const
void ShutdownThreads(void)
idEntityPtr< idAFAttachment > head
int GetAnim(int channel, const char *name)
void Event_ClosestEnemyToPoint(const idVec3 &pos)
void Event_OverrideAnim(int channel)
const idAngles & GetDeltaViewAngles(void) const
const idEventDef AI_PlayCycle
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
void Event_EnablePain(void)
void Event_StopAnim(int channel, int frames)
void Event_DisableLegIK(int num)
const idEventDef EV_DisableLegIK
const char * GetDamageGroup(int location)
const idEventDef EV_FootstepLeft
virtual void Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)
const char * WaitState(void) const
idActor * ClosestEnemyToPoint(const idVec3 &pos)
void Event_InAnimState(int channel, const char *name)
const idEventDef EV_EnableLegIK
animFlags_t GetAnimFlags(void) const
void Restore(idRestoreGame *savefile)
bool InAnimState(int channel, const char *name) const
void Init(idActor *owner, idAnimator *_animator, int animchannel)
const idEventDef EV_EnableWalkIK
void SetState(const char *name, int blendFrames)
const idEventDef AI_AnimDone
void Enable(int blendFrames)
GLenum GLsizei GLsizei height
idActor * EnemyWithMostHealth()
void SetupDamageGroups(void)
float EyeHeight(void) const
void RemoveAttachments(void)
void Save(idSaveGame *savefile) const
void Event_AnimState(int channel, const char *name, int blendFrames)
const idEventDef AI_SetAnimPrefix
void Event_GetState(void)
void Event_EnableEyeFocus(void)
void UpdateAnimState(void)
void Event_LookAtEntity(idEntity *ent, float duration)
void SyncAnimChannels(int channel, int syncToChannel, int blendFrames)
void SetWaitState(const char *_waitstate)
jointHandle_t leftEyeJoint
virtual void SpawnGibs(const idVec3 &dir, const char *damageDefName)
virtual bool Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
void Event_SetState(const char *name)
void Event_FinishAction(const char *name)
virtual void GetAIAimTargets(const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)
virtual bool ShouldConstructScriptObjectAtSpawn(void) const
const idEventDef EV_FootstepRight
virtual bool UpdateAnimationControllers(void)
virtual void Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
void Event_EnableAnim(int channel, int blendFrames)
idList< copyJoints_t > copyJoints
const function_t * GetScriptFunction(const char *funcname)
void Event_GetAnimState(int channel)
bool Disabled(void) const
virtual void GetViewPos(idVec3 &origin, idMat3 &axis) const
virtual renderView_t * GetRenderView()
void Event_HasEnemies(void)
const idEventDef AI_EnableEyeFocus
idVec3 EyeOffset(void) const
bool CheckFOV(const idVec3 &pos) const
const idEventDef AI_SetState("setState","s")
void Event_SetAnimPrefix(const char *name)
virtual void Restart(void)
const idEventDef AI_DisableEyeFocus
void Event_AnimDistance(int channel, const char *animname)
void Event_AnimLength(int channel, const char *animname)
void Event_SetSyncedAnimWeight(int channel, int anim, float weight)
void Event_DisablePain(void)
const idEventDef AI_SetBlendFrames
void Event_ChooseAnim(int channel, const char *animname)
jointHandle_t rightEyeJoint
virtual void Gib(const idVec3 &dir, const char *damageDefName)
void SetState(const function_t *newState)
void Event_SetBlendFrames(int channel, int blendFrames)
void Event_CheckAnim(int channel, const char *animname)
const char * GetAnimState(int channel) const
void Save(idSaveGame *savefile) const