29 #ifndef __GAME_BRITTLEFRACTURE_H__
30 #define __GAME_BRITTLEFRACTURE_H__
69 virtual void Think(
void );
CLASS_PROTOTYPE(idBrittleFracture)
virtual ~idBrittleFracture(void)
renderEntity_t renderEntity
idList< bool > edgeHasNeighbour
bool UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView) const
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
void RemoveShard(int index)
virtual void AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
void Event_Touch(idEntity *other, trace_t *trace)
float angularVelocityScale
idPhysics_StaticMulti physicsObj
bool IsBroken(void) const
idPhysics_RigidBody physicsObj
float linearVelocityScale
int lastRenderEntityUpdate
virtual void ClientPredictionThink(void)
void Restore(idRestoreGame *savefile)
GLubyte GLubyte GLubyte GLubyte w
void Shatter(const idVec3 &point, const idVec3 &impulse, const int time)
idList< idFixedWinding * > decals
virtual void Present(void)
void Fracture_r(idFixedWinding &w)
static bool ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)
void ProjectDecal(const idVec3 &point, const idVec3 &dir, const int time, const char *damageDefName)
void DropFloatingIslands(const idVec3 &point, const idVec3 &impulse, const int time)
renderView_t * renderView
void AddShard(idClipModel *clipModel, idFixedWinding &w)
const idMaterial * decalMaterial
void FindNeighbours(void)
const idMaterial * material
virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
idList< shard_t * > shards
idList< struct shard_s * > neighbours
virtual void ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
void Event_Activate(idEntity *activator)
void CreateFractures(const idRenderModel *renderModel)
virtual void AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)
void DropShard(shard_t *shard, const idVec3 &point, const idVec3 &dir, const float impulse, const int time)
void Save(idSaveGame *savefile) const