29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
102 if ( this->clipModel && clipModel != this->clipModel ) {
154 int numClipModels,
i;
156 idVec3 force, torque, angularVelocity;
164 for ( i = 0; i < numClipModels; i++ ) {
165 cm = clipModelList[
i ];
180 if ( !physics->
IsType( idPhysics_Player::Type ) ) {
184 if ( !physics->
IsType( idPhysics_Monster::Type ) ) {
int ClipModelsTouchingBounds(const idBounds &bounds, int contentMask, idClipModel **clipModelList, int maxCount) const
idEntity * GetEntity(void) const
void Restore(idRestoreGame *savefile)
void SetClipModel(idClipModel *clipModel)
assert(prefInfo.fullscreenBtn)
forceFieldApplyType applyType
void RandomTorque(float force)
void Uniform(const idVec3 &force)
void void void void void Error(const char *fmt,...) const id_attribute((format(printf
bool IsType(const idTypeInfo &c) const
const idMat3 & GetAxis(void) const
void ReadBool(bool &value)
virtual void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)=0
const idVec3 & GetOrigin(void) const
GLuint GLuint GLsizei GLenum type
virtual void ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
idVec3 Cross(const idVec3 &a) const
void WriteClipModel(const class idClipModel *clipModel)
void WriteVec3(const idVec3 &vec)
void Explosion(float force)
void WriteBool(const bool value)
idPhysics * GetPhysics(void) const
void ReadFloat(float &value)
void WriteFloat(const float value)
cmHandle_t Handle(void) const
const idBounds & GetBounds(void) const
virtual const idVec3 & GetAngularVelocity(int id=0) const =0
virtual void Evaluate(int time)
bool IsTraceModel(void) const
void FromTransformedBounds(const idBounds &bounds, const idVec3 &origin, const idMat3 &axis)
void Implosion(float force)
void WriteInt(const int value)
void ReadClipModel(idClipModel *&clipModel)
virtual void AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
virtual ~idForce_Field(void)
int ContentsModel(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
virtual void SetAngularVelocity(const idVec3 &newAngularVelocity, int id=0)=0
void ReadVec3(idVec3 &vec)
void Save(idSaveGame *savefile) const