29 #ifndef __GAME_ITEM_H__
30 #define __GAME_ITEM_H__
55 virtual void Think(
void );
167 virtual void Think(
void );
196 void Gib(
const idVec3 &dir,
const char *damageDefName );
199 void Event_Gib(
const char *damageDefName );
209 virtual ~idItemTeam();
214 virtual void Think(
void );
216 void Drop(
bool death =
false );
218 void Capture(
void );
250 const char * nuggetName;
254 void Event_TakeFlag(
idPlayer * player );
255 void Event_DropFlag(
bool death );
257 void Event_FlagCapture(
void );
259 void PrivateReturn(
void );
260 function_t * LoadScript(
const char * script );
262 void SpawnNugget(
idVec3 pos );
263 void UpdateGuis(
void );
renderEntity_t renderEntity
void Save(idSaveGame *savefile) const
virtual bool GiveToPlayer(idPlayer *player)
void RemoveItem(idPlayer *player)
CLASS_PROTOTYPE(idMoveableItem)
virtual bool GiveToPlayer(idPlayer *player)
static void DropItems(idAnimatedEntity *ent, const char *type, idList< idEntity * > *list)
const idDeclParticle * smoke
idPhysics_RigidBody physicsObj
void Event_Trigger(idEntity *activator)
GLuint GLuint GLsizei GLenum type
void Event_RespawnFx(void)
CLASS_PROTOTYPE(idPDAItem)
void Event_HideObjective(idEntity *e)
void Event_DropToFloor(void)
virtual void FreeLightDef(void)
virtual bool Pickup(idPlayer *player)
virtual bool GiveToPlayer(idPlayer *player)
void Save(idSaveGame *savefile) const
void Event_Trigger(idEntity *activator)
virtual bool GiveToPlayer(idPlayer *player)
CLASS_PROTOTYPE(idVideoCDItem)
virtual bool Collide(const trace_t &collision, const idVec3 &velocity)
void Gib(const idVec3 &dir, const char *damageDefName)
void Restore(idRestoreGame *savefile)
bool UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView) const
void Event_Trigger(idEntity *activator)
CLASS_PROTOTYPE(idItemRemover)
void Event_GetPlayerPos()
void Event_DropToFloor(void)
CLASS_PROTOTYPE(idMoveablePDAItem)
static bool ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)
void Save(idSaveGame *savefile) const
void Event_Trigger(idEntity *activator)
void Save(idSaveGame *savefile) const
virtual bool Pickup(idPlayer *player)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
CLASS_PROTOTYPE(idObjectiveComplete)
static idEntity * DropItem(const char *classname, const idVec3 &origin, const idMat3 &axis, const idVec3 &velocity, int activateDelay, int removeDelay)
void Restore(idRestoreGame *savefile)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
virtual ~idMoveableItem()
renderView_t * renderView
virtual void ClientPredictionThink(void)
void GetAttributes(idDict &attributes)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Event_Gib(const char *damageDefName)
CLASS_PROTOTYPE(idItemPowerup)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Event_HideObjective(idEntity *e)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void Restore(idRestoreGame *savefile)
void Restore(idRestoreGame *savefile)
void Event_GetPlayerPos()
virtual bool GiveToPlayer(idPlayer *player)
void Event_Touch(idEntity *other, trace_t *trace)
CLASS_PROTOTYPE(idObjective)
const idMaterial * shellMaterial
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)