29 #ifndef __GAME_MOVEABLE_H__
30 #define __GAME_MOVEABLE_H__
55 virtual void Think(
void );
57 virtual void Hide(
void );
58 virtual void Show(
void );
126 virtual void Think(
void );
163 bool IsStable(
void );
164 void SetStability(
bool stability );
165 void StartBurning(
void );
166 void StopBurning(
void );
169 virtual void Think(
void );
171 const char *damageDefName,
const float damageScale,
const int location );
void InitInitialSpline(int startTime)
void Event_SetOwnerFromSpawnArgs(void)
void Event_Activate(idEntity *activator)
virtual bool Collide(const trace_t &collision, const idVec3 &velocity)
const idEventDef EV_BecomeNonSolid
void Restore(idRestoreGame *savefile)
bool FollowInitialSplinePath(void)
renderEntity_t particleRenderEntity
void ExplodingEffects(void)
bool AllowStep(void) const
idPhysics_RigidBody physicsObj
virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Save(idSaveGame *savefile) const
void Restore(idRestoreGame *savefile)
CLASS_PROTOTYPE(idBarrel)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idExplodingBarrel)
virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
virtual bool GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)
void Save(idSaveGame *savefile) const
void Event_IsAtRest(void)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
CLASS_PROTOTYPE(idMoveable)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Event_Activate(idEntity *activator)
void Event_TriggerTargets()
qhandle_t particleModelDefHandle
const idMaterial * GetRenderModelMaterial(void) const
void Event_BecomeNonSolid(void)
virtual void ClientPredictionThink(void)
void BecomeNonSolid(void)
virtual void Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
idCurve_Spline< idVec3 > * initialSpline
void Event_EnableDamage(float enable)
void AddParticles(const char *name, bool burn)
void AddLight(const char *name, bool burn)
void EnableDamage(bool enable, float duration)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void Restore(idRestoreGame *savefile)
virtual bool ClientReceiveEvent(int event, int time, const idBitMsg &msg)
const idEventDef EV_IsAtRest