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Misc.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __GAME_MISC_H__
30 #define __GAME_MISC_H__
31 
32 
33 /*
34 ===============================================================================
35 
36 idSpawnableEntity
37 
38 A simple, spawnable entity with a model and no functionable ability of it's own.
39 For example, it can be used as a placeholder during development, for marking
40 locations on maps for script, or for simple placed models without any behavior
41 that can be bound to other entities. Should not be subclassed.
42 ===============================================================================
43 */
44 
45 class idSpawnableEntity : public idEntity {
46 public:
48 
49  void Spawn( void );
50 
51 private:
52 };
53 
54 /*
55 ===============================================================================
56 
57  Potential spawning position for players.
58  The first time a player enters the game, they will be at an 'initial' spot.
59  Targets will be fired when someone spawns in on them.
60 
61  When triggered, will cause player to be teleported to spawn spot.
62 
63 ===============================================================================
64 */
65 
66 class idPlayerStart : public idEntity {
67 public:
69 
70  enum {
73  };
74 
75  idPlayerStart( void );
76 
77  void Spawn( void );
78 
79  void Save( idSaveGame *savefile ) const;
80  void Restore( idRestoreGame *savefile );
81 
82  virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
83 
84 private:
86 
87  void Event_TeleportPlayer( idEntity *activator );
88  void Event_TeleportStage( idEntity *player );
89  void TeleportPlayer( idPlayer *player );
90 };
91 
92 
93 /*
94 ===============================================================================
95 
96  Non-displayed entity used to activate triggers when it touches them.
97  Bind to a mover to have the mover activate a trigger as it moves.
98  When target by triggers, activating the trigger will toggle the
99  activator on and off. Check "start_off" to have it spawn disabled.
100 
101 ===============================================================================
102 */
103 
104 class idActivator : public idEntity {
105 public:
107 
108  void Spawn( void );
109 
110  void Save( idSaveGame *savefile ) const;
111  void Restore( idRestoreGame *savefile );
112 
113  virtual void Think( void );
114 
115 private:
116  bool stay_on;
117 
118  void Event_Activate( idEntity *activator );
119 };
120 
121 
122 /*
123 ===============================================================================
124 
125  Path entities for monsters to follow.
126 
127 ===============================================================================
128 */
129 class idPathCorner : public idEntity {
130 public:
132 
133  void Spawn( void );
134 
135  static void DrawDebugInfo( void );
136 
137  static idPathCorner *RandomPath( const idEntity *source, const idEntity *ignore );
138 
139 private:
140  void Event_RandomPath( void );
141 };
142 
143 
144 /*
145 ===============================================================================
146 
147  Object that fires targets and changes shader parms when damaged.
148 
149 ===============================================================================
150 */
151 
152 class idDamagable : public idEntity {
153 public:
155 
156  idDamagable( void );
157 
158  void Save( idSaveGame *savefile ) const;
159  void Restore( idRestoreGame *savefile );
160 
161  void Spawn( void );
162  void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
163 
164 #ifdef _D3XP
165  virtual void Hide( void );
166  virtual void Show( void );
167 #endif
168 
169 private:
170  int count;
172 
173  void BecomeBroken( idEntity *activator );
174  void Event_BecomeBroken( idEntity *activator );
175  void Event_RestoreDamagable( void );
176 };
177 
178 
179 /*
180 ===============================================================================
181 
182  Hidden object that explodes when activated
183 
184 ===============================================================================
185 */
186 
187 class idExplodable : public idEntity {
188 public:
190 
191  void Spawn( void );
192 
193 private:
194  void Event_Explode( idEntity *activator );
195 };
196 
197 
198 /*
199 ===============================================================================
200 
201  idSpring
202 
203 ===============================================================================
204 */
205 
206 class idSpring : public idEntity {
207 public:
209 
210  void Spawn( void );
211 
212  virtual void Think( void );
213 
214 private:
217  int id1;
218  int id2;
222 
223  void Event_LinkSpring( void );
224 };
225 
226 
227 /*
228 ===============================================================================
229 
230  idForceField
231 
232 ===============================================================================
233 */
234 
235 class idForceField : public idEntity {
236 public:
238 
239  void Save( idSaveGame *savefile ) const;
240  void Restore( idRestoreGame *savefile );
241 
242  void Spawn( void );
243 
244  virtual void Think( void );
245 
246 private:
248 
249  void Toggle( void );
250 
251  void Event_Activate( idEntity *activator );
252  void Event_Toggle( void );
253  void Event_FindTargets( void );
254 };
255 
256 
257 /*
258 ===============================================================================
259 
260  idAnimated
261 
262 ===============================================================================
263 */
264 
266 public:
268 
269  idAnimated();
270  ~idAnimated();
271 
272  void Save( idSaveGame *savefile ) const;
273  void Restore( idRestoreGame *savefile );
274 
275  void Spawn( void );
276  virtual bool LoadAF( void );
277  bool StartRagdoll( void );
278  virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
279 
280 private:
283  int anim;
287  bool activated;
288 
289  void PlayNextAnim( void );
290 
292  void Event_Start( void );
293  void Event_StartRagdoll( void );
294  void Event_AnimDone( int animIndex );
295  void Event_Footstep( void );
296  void Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay );
297  void Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay );
298 #ifdef _D3XP
299  void Event_SetAnimation( const char *animName );
300  void Event_GetAnimationLength();
301 #endif
302 };
303 
304 
305 /*
306 ===============================================================================
307 
308  idStaticEntity
309 
310 ===============================================================================
311 */
312 
313 class idStaticEntity : public idEntity {
314 public:
316 
317  idStaticEntity( void );
318 
319  void Save( idSaveGame *savefile ) const;
320  void Restore( idRestoreGame *savefile );
321 
322  void Spawn( void );
323  void ShowEditingDialog( void );
324  virtual void Hide( void );
325  virtual void Show( void );
326  void Fade( const idVec4 &to, float fadeTime );
327  virtual void Think( void );
328 
329  virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
330  virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
331 
332 private:
333  void Event_Activate( idEntity *activator );
334 
336  bool active;
340  int fadeEnd;
341  bool runGui;
342 };
343 
344 
345 /*
346 ===============================================================================
347 
348 idFuncEmitter
349 
350 ===============================================================================
351 */
352 
354 public:
356 
357  idFuncEmitter( void );
358 
359  void Save( idSaveGame *savefile ) const;
360  void Restore( idRestoreGame *savefile );
361 
362  void Spawn( void );
363  void Event_Activate( idEntity *activator );
364 
365  virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
366  virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
367 
368 private:
369  bool hidden;
370 
371 };
372 
373 
374 /*
375 ===============================================================================
376 
377 idFuncSmoke
378 
379 ===============================================================================
380 */
381 
382 class idFuncSmoke : public idEntity {
383 public:
385 
386  idFuncSmoke();
387 
388  void Spawn( void );
389 
390  void Save( idSaveGame *savefile ) const;
391  void Restore( idRestoreGame *savefile );
392 
393  virtual void Think( void );
394  void Event_Activate( idEntity *activator );
395 
396 private:
399  bool restart;
400 };
401 
402 
403 /*
404 ===============================================================================
405 
406 idFuncSplat
407 
408 ===============================================================================
409 */
410 
411 class idFuncSplat : public idFuncEmitter {
412 public:
414 
415  idFuncSplat( void );
416 
417  void Spawn( void );
418 
419 private:
420  void Event_Activate( idEntity *activator );
421  void Event_Splat();
422 };
423 
424 
425 /*
426 ===============================================================================
427 
428 idTextEntity
429 
430 ===============================================================================
431 */
432 
433 class idTextEntity : public idEntity {
434 public:
436 
437  void Spawn( void );
438 
439  void Save( idSaveGame *savefile ) const;
440  void Restore( idRestoreGame *savefile );
441 
442  virtual void Think( void );
443 
444 private:
447 };
448 
449 
450 /*
451 ===============================================================================
452 
453 idLocationEntity
454 
455 ===============================================================================
456 */
457 
458 class idLocationEntity : public idEntity {
459 public:
461 
462  void Spawn( void );
463 
464  const char * GetLocation( void ) const;
465 
466 private:
467 };
468 
470 public:
472 
473  void Spawn( void );
474 
475 private:
476 };
477 
479 public:
481 
482  idVacuumSeparatorEntity( void );
483 
484  void Spawn( void );
485 
486  void Save( idSaveGame *savefile ) const;
487  void Restore( idRestoreGame *savefile );
488 
489  void Event_Activate( idEntity *activator );
490 
491 private:
493 };
494 
495 class idVacuumEntity : public idEntity {
496 public:
498 
499  void Spawn( void );
500 
501 private:
502 };
503 
504 
505 /*
506 ===============================================================================
507 
508  idBeam
509 
510 ===============================================================================
511 */
512 
513 class idBeam : public idEntity {
514 public:
516 
517  idBeam();
518 
519  void Spawn( void );
520 
521  void Save( idSaveGame *savefile ) const;
522  void Restore( idRestoreGame *savefile );
523 
524  virtual void Think( void );
525 
526  void SetMaster( idBeam *masterbeam );
527  void SetBeamTarget( const idVec3 &origin );
528 
529  virtual void Show( void );
530 
531  virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
532  virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
533 
534 private:
535  void Event_MatchTarget( void );
536  void Event_Activate( idEntity *activator );
537 
540 };
541 
542 
543 /*
544 ===============================================================================
545 
546  idLiquid
547 
548 ===============================================================================
549 */
550 
551 class idRenderModelLiquid;
552 
553 class idLiquid : public idEntity {
554 public:
556 
557  void Spawn( void );
558 
559  void Save( idSaveGame *savefile ) const;
560  void Restore( idRestoreGame *savefile );
561 
562 private:
563  void Event_Touch( idEntity *other, trace_t *trace );
564 
565 
567 };
568 
569 
570 /*
571 ===============================================================================
572 
573  idShaking
574 
575 ===============================================================================
576 */
577 
578 class idShaking : public idEntity {
579 public:
581 
582  idShaking();
583 
584  void Spawn( void );
585 
586  void Save( idSaveGame *savefile ) const;
587  void Restore( idRestoreGame *savefile );
588 
589 private:
591  bool active;
592 
593  void BeginShaking( void );
594  void Event_Activate( idEntity *activator );
595 };
596 
597 
598 /*
599 ===============================================================================
600 
601  idEarthQuake
602 
603 ===============================================================================
604 */
605 
606 class idEarthQuake : public idEntity {
607 public:
609 
610  idEarthQuake();
611 
612  void Spawn( void );
613 
614  void Save( idSaveGame *savefile ) const;
615  void Restore( idRestoreGame *savefile );
616 
617  virtual void Think( void );
618 
619 private:
622  float wait;
623  float random;
624  bool triggered;
626  bool disabled;
627  float shakeTime;
628 
629  void Event_Activate( idEntity *activator );
630 };
631 
632 
633 /*
634 ===============================================================================
635 
636  idFuncPortal
637 
638 ===============================================================================
639 */
640 
641 class idFuncPortal : public idEntity {
642 public:
644 
645  idFuncPortal();
646 
647  void Spawn( void );
648 
649  void Save( idSaveGame *savefile ) const;
650  void Restore( idRestoreGame *savefile );
651 
652 private:
654  bool state;
655 
656  void Event_Activate( idEntity *activator );
657 };
658 
659 /*
660 ===============================================================================
661 
662  idFuncAASPortal
663 
664 ===============================================================================
665 */
666 
667 class idFuncAASPortal : public idEntity {
668 public:
670 
671  idFuncAASPortal();
672 
673  void Spawn( void );
674 
675  void Save( idSaveGame *savefile ) const;
676  void Restore( idRestoreGame *savefile );
677 
678 private:
679  bool state;
680 
681  void Event_Activate( idEntity *activator );
682 };
683 
684 /*
685 ===============================================================================
686 
687  idFuncAASObstacle
688 
689 ===============================================================================
690 */
691 
692 class idFuncAASObstacle : public idEntity {
693 public:
695 
697 
698  void Spawn( void );
699 
700  void Save( idSaveGame *savefile ) const;
701  void Restore( idRestoreGame *savefile );
702 
703 private:
704  bool state;
705 
706  void Event_Activate( idEntity *activator );
707 };
708 
709 
710 /*
711 ===============================================================================
712 
713 idFuncRadioChatter
714 
715 ===============================================================================
716 */
717 
718 class idFuncRadioChatter : public idEntity {
719 public:
721 
723 
724  void Spawn( void );
725 
726  void Save( idSaveGame *savefile ) const;
727  void Restore( idRestoreGame *savefile );
728 
729 private:
730  float time;
731  void Event_Activate( idEntity *activator );
732  void Event_ResetRadioHud( idEntity *activator );
733 };
734 
735 
736 /*
737 ===============================================================================
738 
739  idPhantomObjects
740 
741 ===============================================================================
742 */
743 
744 class idPhantomObjects : public idEntity {
745 public:
747 
749 
750  void Spawn( void );
751 
752  void Save( idSaveGame *savefile ) const;
753  void Restore( idRestoreGame *savefile );
754 
755  virtual void Think( void );
756 
757 private:
758  void Event_Activate( idEntity *activator );
759  void Event_Throw( void );
760  void Event_ShakeObject( idEntity *object, int starttime );
761 
762  int end_time;
763  float throw_time;
764  float shake_time;
766  float speed;
767  int min_wait;
768  int max_wait;
772 };
773 
774 #ifdef _D3XP
775 /*
776 ===============================================================================
777 
778 idShockwave
779 
780 ===============================================================================
781 */
782 class idShockwave : public idEntity {
783 public:
784  CLASS_PROTOTYPE( idShockwave );
785 
786  idShockwave();
787  ~idShockwave();
788 
789  void Spawn( void );
790  void Think( void );
791 
792  void Save( idSaveGame *savefile ) const;
793  void Restore( idRestoreGame *savefile );
794 
795 private:
796  void Event_Activate( idEntity *activator );
797 
798  bool isActive;
799  int startTime;
800  int duration;
801 
802  float startSize;
803  float endSize;
804  float currentSize;
805 
806  float magnitude;
807 
808  float height;
809  bool playerDamaged;
810  float playerDamageSize;
811 
812 };
813 
814 /*
815 ===============================================================================
816 
817 idFuncMountedObject
818 
819 ===============================================================================
820 */
821 class idFuncMountedObject : public idEntity {
822 public:
823  CLASS_PROTOTYPE( idFuncMountedObject );
824 
825  idFuncMountedObject();
826  ~idFuncMountedObject();
827 
828  void Spawn( void );
829  void Think( void );
830 
831  void GetAngleRestrictions( int &yaw_min, int &yaw_max, int &pitch );
832 
833 private:
834  int harc;
835  int varc;
836 
837  void Event_Touch( idEntity *other, trace_t *trace );
838  void Event_Activate( idEntity *activator );
839 
840 public:
841  bool isMounted;
842  function_t * scriptFunction;
843  idPlayer * mountedPlayer;
844 };
845 
846 
847 class idFuncMountedWeapon : public idFuncMountedObject {
848 public:
849  CLASS_PROTOTYPE( idFuncMountedWeapon );
850 
851  idFuncMountedWeapon();
852  ~idFuncMountedWeapon();
853 
854  void Spawn( void );
855  void Think( void );
856 
857 private:
858 
859  // The actual turret that moves with the player's view
860  idEntity * turret;
861 
862  // the muzzle bone's position, used for launching projectiles and trailing smoke
863  idVec3 muzzleOrigin;
864  idMat3 muzzleAxis;
865 
866  float weaponLastFireTime;
867  float weaponFireDelay;
868 
869  const idDict * projectile;
870 
871  const idSoundShader *soundFireWeapon;
872 
873  void Event_PostSpawn( void );
874 };
875 
876 /*
877 ===============================================================================
878 
879 idPortalSky
880 
881 ===============================================================================
882 */
883 class idPortalSky : public idEntity {
884 public:
885  CLASS_PROTOTYPE( idPortalSky );
886 
887  idPortalSky();
888  ~idPortalSky();
889 
890  void Spawn( void );
891  void Event_PostSpawn();
892  void Event_Activate( idEntity *activator );
893 };
894 
895 #endif /* _D3XP */
896 
897 #endif /* !__GAME_MISC_H__ */
idList< int > targetTime
Definition: Misc.h:770
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2541
jointHandle_t
Definition: Model.h:156
float wait
Definition: Misc.h:622
int blendFrames
Definition: Misc.h:284
void Spawn(void)
Definition: Misc.cpp:2719
int fadeStart
Definition: Misc.h:339
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:458
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:1442
Definition: Misc.h:206
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:3069
float throw_time
Definition: Misc.h:763
virtual void Show(void)
Definition: Misc.cpp:1569
int qhandle_t
Definition: Lib.h:81
virtual void Think(void)
Definition: Misc.cpp:793
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:110
void Spawn(void)
Definition: Misc.cpp:741
void Event_Explode(idEntity *activator)
Definition: Misc.cpp:630
CLASS_PROTOTYPE(idFuncSmoke)
float random
Definition: Misc.h:623
void Spawn(void)
Definition: Misc.cpp:824
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2557
void Event_LaunchMissilesUpdate(int launchjoint, int targetjoint, int numshots, int framedelay)
Definition: Misc.cpp:1285
void Spawn(void)
Definition: Misc.cpp:2131
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:1581
idFuncEmitter(void)
Definition: Misc.cpp:1662
qhandle_t portal
Definition: Misc.h:653
void Event_MatchTarget(void)
Definition: Misc.cpp:2279
void Event_TeleportStage(idEntity *player)
Definition: Misc.cpp:145
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
Definition: Misc.cpp:1610
CLASS_PROTOTYPE(idPlayerStart)
idDamagable(void)
Definition: Misc.cpp:438
void SetBeamTarget(const idVec3 &origin)
Definition: Misc.cpp:2248
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
Definition: Misc.cpp:119
idForce_Spring spring
Definition: Misc.h:221
idVec4 fadeTo
Definition: Misc.h:338
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2442
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2900
void Event_Footstep(void)
Definition: Misc.cpp:1276
GLint location
Definition: glext.h:3631
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2990
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
Definition: Misc.cpp:1721
const idDeclParticle * smoke
Definition: Misc.h:398
idAnimated()
Definition: Misc.cpp:938
idVec3 p1
Definition: Misc.h:219
void Spawn(void)
Definition: Entity.cpp:470
void Spawn(void)
Definition: Misc.cpp:2103
void Spawn(void)
Definition: Misc.cpp:353
static idPathCorner * RandomPath(const idEntity *source, const idEntity *ignore)
Definition: Misc.cpp:380
CLASS_PROTOTYPE(idFuncSplat)
bool disabled
Definition: Misc.h:626
CLASS_PROTOTYPE(idFuncAASObstacle)
CLASS_PROTOTYPE(idStaticEntity)
CLASS_PROTOTYPE(idBeam)
void Spawn(void)
Definition: Misc.cpp:1457
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:1798
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
Definition: Misc.cpp:2340
int max_wait
Definition: Misc.h:768
int fadeEnd
Definition: Misc.h:340
void Spawn(void)
Definition: Misc.cpp:621
void TeleportPlayer(idPlayer *player)
Definition: Misc.cpp:185
~idAnimated()
Definition: Misc.cpp:955
idShaking()
Definition: Misc.cpp:2433
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:1704
void Event_Splat()
Definition: Misc.cpp:1778
void SetMaster(idBeam *masterbeam)
Definition: Misc.cpp:2239
Definition: Vector.h:316
void Event_Touch(idEntity *other, trace_t *trace)
Definition: Misc.cpp:2405
void Spawn(void)
Definition: Misc.cpp:2844
const char * GetLocation(void) const
Definition: Misc.cpp:2147
idVacuumSeparatorEntity(void)
Definition: Misc.cpp:1999
CLASS_PROTOTYPE(idActivator)
void Event_RestoreDamagable(void)
Definition: Misc.cpp:598
int teleportStage
Definition: Misc.h:85
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2825
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
Definition: Misc.cpp:2326
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2049
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:815
virtual void Think(void)
Definition: Misc.cpp:310
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2918
void Save(idSaveGame *savefile) const
Definition: Entity.cpp:667
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2189
void Spawn(void)
Definition: Misc.cpp:2909
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2008
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2834
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:269
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2452
qhandle_t portal
Definition: Misc.h:492
void Spawn(void)
Definition: Misc.cpp:2389
void Spawn(void)
Definition: Misc.cpp:59
int min_wait
Definition: Misc.h:767
bool activated
Definition: Misc.h:287
void Event_RandomPath(void)
Definition: Misc.cpp:411
void Spawn(void)
Definition: Misc.cpp:1930
idRenderModelLiquid * model
Definition: Misc.h:566
idVec3 shake_ang
Definition: Misc.h:765
idPhysics_Parametric physicsObj
Definition: Misc.h:590
CLASS_PROTOTYPE(idPhantomObjects)
float shakeTime
Definition: Misc.h:627
CLASS_PROTOTYPE(idVacuumSeparatorEntity)
void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
Definition: Misc.cpp:553
void ShowEditingDialog(void)
Definition: Misc.cpp:1502
bool restart
Definition: Misc.h:399
void Spawn(void)
Definition: Misc.cpp:995
void Event_ResetRadioHud(idEntity *activator)
Definition: Misc.cpp:2949
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2891
void Spawn(void)
Definition: Misc.cpp:468
idFuncSplat(void)
Definition: Misc.cpp:1762
CLASS_PROTOTYPE(idTextEntity)
void Event_Toggle(void)
Definition: Misc.cpp:867
GLsizei GLsizei GLcharARB * source
Definition: glext.h:3633
virtual void Think(void)
Definition: Misc.cpp:2216
CLASS_PROTOTYPE(idSpawnableEntity)
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:448
int smokeTime
Definition: Misc.h:397
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:806
virtual void Show(void)
Definition: Entity.cpp:1239
virtual void Think(void)
Definition: Entity.cpp:891
CLASS_PROTOTYPE(idAnimated)
void Event_AnimDone(int animIndex)
Definition: Misc.cpp:1191
bool triggered
Definition: Misc.h:624
virtual void Think(void)
Definition: Misc.cpp:2656
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:327
idPlayerStart(void)
Definition: Misc.cpp:83
float speed
Definition: Misc.h:766
CLASS_PROTOTYPE(idLiquid)
bool playerOriented
Definition: Misc.h:625
Definition: Vector.h:808
jointHandle_t soundJoint
Definition: Misc.h:285
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:876
void Spawn(void)
Definition: Misc.cpp:2199
void Spawn(void)
Definition: Misc.cpp:2784
idEarthQuake()
Definition: Misc.cpp:2525
CLASS_PROTOTYPE(idVacuumEntity)
bool runGui
Definition: Misc.h:341
CLASS_PROTOTYPE(idFuncPortal)
CLASS_PROTOTYPE(idLocationEntity)
int anim
Definition: Misc.h:283
idEntityPtr< idBeam > master
Definition: Misc.h:539
CLASS_PROTOTYPE(idSpring)
Definition: Dict.h:65
idEntityPtr< idActor > target
Definition: Misc.h:769
void Spawn(void)
Definition: Misc.cpp:291
bool state
Definition: Misc.h:679
virtual void Think(void)
Definition: Misc.cpp:1965
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2018
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:1843
virtual void Think(void)
Definition: Misc.cpp:1510
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:1214
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2732
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:965
void Spawn(void)
Definition: Misc.cpp:3048
bool stay_on
Definition: Misc.h:116
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2765
void Event_ShakeObject(idEntity *object, int starttime)
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:1695
void Event_BecomeBroken(idEntity *activator)
Definition: Misc.cpp:589
idEntityPtr< idEntity > activator
Definition: Misc.h:286
int spawnTime
Definition: Misc.h:335
virtual void Think(void)
Definition: Misc.cpp:3122
bool hidden
Definition: Misc.h:369
void Event_FindTargets(void)
Definition: Misc.cpp:890
void Spawn(void)
Definition: Misc.cpp:2463
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2598
CLASS_PROTOTYPE(idExplodable)
idEntity * ent1
Definition: Misc.h:215
idFuncPortal()
Definition: Misc.cpp:2688
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:1945
int id1
Definition: Misc.h:217
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2379
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:278
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2774
void Spawn(void)
Definition: Misc.cpp:1770
bool state
Definition: Misc.h:654
virtual void Hide(void)
Definition: Entity.cpp:1226
float shake_time
Definition: Misc.h:764
Definition: Misc.h:553
void Event_StartRagdoll(void)
Definition: Misc.cpp:1182
int id2
Definition: Misc.h:218
GLenum GLsizei GLsizei height
Definition: glext.h:2856
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:3016
int nextTriggerTime
Definition: Misc.h:620
void Spawn(void)
Definition: Misc.cpp:1671
#define CLASS_PROTOTYPE(nameofclass)
Definition: Class.h:92
void BeginShaking(void)
Definition: Misc.cpp:2482
int current_anim_index
Definition: Misc.h:282
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:1427
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:1877
void BecomeBroken(idEntity *activator)
Definition: Misc.cpp:490
idEntity * ent2
Definition: Misc.h:216
virtual void Show(void)
Definition: Misc.cpp:2262
idForce_Field forceField
Definition: Misc.h:247
Definition: Matrix.h:333
int nextTriggerTime
Definition: Misc.h:171
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:2708
idBeam()
Definition: Misc.cpp:2169
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2854
void Event_LinkSpring(void)
Definition: Misc.cpp:707
void Spawn(void)
Definition: Misc.cpp:1854
CLASS_PROTOTYPE(idDamagable)
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:1955
static void DrawDebugInfo(void)
Definition: Misc.cpp:361
Definition: Misc.h:513
int count
Definition: Misc.h:170
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:1832
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:101
idStr text
Definition: Misc.h:445
void Event_TeleportPlayer(idEntity *activator)
Definition: Misc.cpp:221
virtual void Think(void)
Definition: Misc.cpp:671
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2794
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:1686
Definition: Str.h:116
CLASS_PROTOTYPE(idLocationSeparatorEntity)
CLASS_PROTOTYPE(idFuncAASPortal)
int shakeStopTime
Definition: Misc.h:621
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2698
bool active
Definition: Misc.h:336
CLASS_PROTOTYPE(idFuncRadioChatter)
CLASS_PROTOTYPE(idPathCorner)
void PlayNextAnim(void)
Definition: Misc.cpp:1120
CLASS_PROTOTYPE(idForceField)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
Definition: Misc.cpp:1623
void Toggle(void)
Definition: Misc.cpp:780
int end_time
Definition: Misc.h:762
void Restore(idRestoreGame *savefile)
Definition: Misc.cpp:980
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
Definition: Misc.cpp:1084
void Fade(const idVec4 &to, float fadeTime)
Definition: Misc.cpp:1546
bool StartRagdoll(void)
Definition: Misc.cpp:1095
bool active
Definition: Misc.h:591
CLASS_PROTOTYPE(idFuncEmitter)
void Event_LaunchMissiles(const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay)
Definition: Misc.cpp:1331
virtual bool LoadAF(void)
Definition: Misc.cpp:1069
void Restore(idRestoreGame *savefile)
Definition: Entity.cpp:745
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2499
idVec4 fadeFrom
Definition: Misc.h:337
void Event_Activate(idEntity *activator)
Definition: Misc.cpp:2313
CLASS_PROTOTYPE(idShaking)
idEntityPtr< idBeam > target
Definition: Misc.h:538
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2179
virtual void Think(void)
Definition: Misc.cpp:1893
int num_anims
Definition: Misc.h:281
void Spawn(void)
Definition: Misc.cpp:92
void Spawn(void)
Definition: Misc.cpp:2577
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
Definition: Misc.cpp:1732
bool playerOriented
Definition: Misc.h:446
idList< idVec3 > lastTargetPos
Definition: Misc.h:771
idStaticEntity(void)
Definition: Misc.cpp:1412
void Save(idSaveGame *savefile) const
Definition: Misc.cpp:2370
void Event_Start(void)
Definition: Misc.cpp:1236
CLASS_PROTOTYPE(idEarthQuake)
void Event_Throw(void)
idVec3 p2
Definition: Misc.h:220
idFuncSmoke()
Definition: Misc.cpp:1821
virtual void Hide(void)
Definition: Misc.cpp:1559