29 #ifndef __GAME_MISC_H__
30 #define __GAME_MISC_H__
113 virtual void Think(
void );
165 virtual void Hide(
void );
166 virtual void Show(
void );
212 virtual void Think(
void );
244 virtual void Think(
void );
276 virtual bool LoadAF(
void );
296 void Event_LaunchMissiles(
const char *projectilename,
const char *sound,
const char *launchjoint,
const char *targetjoint,
int numshots,
int framedelay );
299 void Event_SetAnimation(
const char *animName );
300 void Event_GetAnimationLength();
324 virtual void Hide(
void );
325 virtual void Show(
void );
326 void Fade(
const idVec4 &to,
float fadeTime );
327 virtual void Think(
void );
393 virtual void Think(
void );
442 virtual void Think(
void );
524 virtual void Think(
void );
529 virtual void Show(
void );
617 virtual void Think(
void );
755 virtual void Think(
void );
782 class idShockwave :
public idEntity {
796 void Event_Activate(
idEntity *activator );
810 float playerDamageSize;
821 class idFuncMountedObject :
public idEntity {
825 idFuncMountedObject();
826 ~idFuncMountedObject();
831 void GetAngleRestrictions(
int &yaw_min,
int &yaw_max,
int &pitch );
838 void Event_Activate(
idEntity *activator );
847 class idFuncMountedWeapon :
public idFuncMountedObject {
851 idFuncMountedWeapon();
852 ~idFuncMountedWeapon();
866 float weaponLastFireTime;
867 float weaponFireDelay;
869 const idDict * projectile;
873 void Event_PostSpawn(
void );
883 class idPortalSky :
public idEntity {
891 void Event_PostSpawn();
892 void Event_Activate(
idEntity *activator );
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Restore(idRestoreGame *savefile)
void Event_Explode(idEntity *activator)
CLASS_PROTOTYPE(idFuncSmoke)
void Restore(idRestoreGame *savefile)
void Event_LaunchMissilesUpdate(int launchjoint, int targetjoint, int numshots, int framedelay)
void Event_Activate(idEntity *activator)
void Event_MatchTarget(void)
void Event_TeleportStage(idEntity *player)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
CLASS_PROTOTYPE(idPlayerStart)
void SetBeamTarget(const idVec3 &origin)
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Event_Footstep(void)
void Save(idSaveGame *savefile) const
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
const idDeclParticle * smoke
static idPathCorner * RandomPath(const idEntity *source, const idEntity *ignore)
CLASS_PROTOTYPE(idFuncSplat)
CLASS_PROTOTYPE(idFuncAASObstacle)
CLASS_PROTOTYPE(idStaticEntity)
void Event_Activate(idEntity *activator)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void TeleportPlayer(idPlayer *player)
void Event_Activate(idEntity *activator)
void SetMaster(idBeam *masterbeam)
void Event_Touch(idEntity *other, trace_t *trace)
const char * GetLocation(void) const
idVacuumSeparatorEntity(void)
CLASS_PROTOTYPE(idActivator)
void Event_RestoreDamagable(void)
void Save(idSaveGame *savefile) const
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Event_Activate(idEntity *activator)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Event_RandomPath(void)
idRenderModelLiquid * model
idPhysics_Parametric physicsObj
CLASS_PROTOTYPE(idPhantomObjects)
CLASS_PROTOTYPE(idVacuumSeparatorEntity)
void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
void ShowEditingDialog(void)
void Event_ResetRadioHud(idEntity *activator)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idTextEntity)
GLsizei GLsizei GLcharARB * source
CLASS_PROTOTYPE(idSpawnableEntity)
void Save(idSaveGame *savefile) const
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idAnimated)
void Event_AnimDone(int animIndex)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idLiquid)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idVacuumEntity)
CLASS_PROTOTYPE(idFuncPortal)
CLASS_PROTOTYPE(idLocationEntity)
idEntityPtr< idBeam > master
CLASS_PROTOTYPE(idSpring)
idEntityPtr< idActor > target
void Restore(idRestoreGame *savefile)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
void Save(idSaveGame *savefile) const
void Save(idSaveGame *savefile) const
void Event_ShakeObject(idEntity *object, int starttime)
void Restore(idRestoreGame *savefile)
void Event_BecomeBroken(idEntity *activator)
idEntityPtr< idEntity > activator
void Event_FindTargets(void)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idExplodable)
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
void Restore(idRestoreGame *savefile)
void Restore(idRestoreGame *savefile)
void Event_StartRagdoll(void)
GLenum GLsizei GLsizei height
void Restore(idRestoreGame *savefile)
#define CLASS_PROTOTYPE(nameofclass)
void Save(idSaveGame *savefile) const
void Event_Activate(idEntity *activator)
void BecomeBroken(idEntity *activator)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Event_LinkSpring(void)
CLASS_PROTOTYPE(idDamagable)
void Restore(idRestoreGame *savefile)
static void DrawDebugInfo(void)
void Save(idSaveGame *savefile) const
void Save(idSaveGame *savefile) const
void Event_TeleportPlayer(idEntity *activator)
void Event_Activate(idEntity *activator)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idLocationSeparatorEntity)
CLASS_PROTOTYPE(idFuncAASPortal)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idFuncRadioChatter)
CLASS_PROTOTYPE(idPathCorner)
CLASS_PROTOTYPE(idForceField)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void Restore(idRestoreGame *savefile)
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
void Fade(const idVec4 &to, float fadeTime)
CLASS_PROTOTYPE(idFuncEmitter)
void Event_LaunchMissiles(const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay)
virtual bool LoadAF(void)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idShaking)
idEntityPtr< idBeam > target
void Save(idSaveGame *savefile) const
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
idList< idVec3 > lastTargetPos
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idEarthQuake)