67 void Setup(
const char *fx );
69 void Start(
int time );
73 const char *
Joint(
void );
renderLight_t renderLight
const idDeclFX * fxEffect
CLASS_PROTOTYPE(idEntityFx)
void Setup(const char *fx)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void ApplyFade(const idFXSingleAction &fxaction, idFXLocalAction &laction, const int time, const int actualStart)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idTeleporter)
void Event_Trigger(idEntity *activator)
const char * EffectName(void)
idList< idFXLocalAction > actions
void CleanUpSingleAction(const idFXSingleAction &fxaction, idFXLocalAction &laction)
virtual void ClientPredictionThink(void)
void Event_DoAction(idEntity *activator)
renderEntity_t renderEntity
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Restore(idRestoreGame *savefile)
static idEntityFx * StartFx(const char *fx, const idVec3 *useOrigin, const idMat3 *useAxis, idEntity *ent, bool bind)