29 #ifndef __GAME_MOVER_H__
30 #define __GAME_MOVER_H__
61 virtual void Hide(
void );
62 virtual void Show(
void );
126 void SetGuiState(
const char *key,
const char *val )
const;
266 void Event_SetGuiStates();
360 void SetGuiState(
const char *key,
const char *val )
const;
389 virtual void Think(
void );
392 virtual void Hide(
void );
393 virtual void Show(
void );
398 bool AllowPlayerOnly(
idEntity *ent );
459 virtual void Think(
void );
496 virtual void Think(
void );
void Event_TeamBlocked(idEntity *blockedPart, idEntity *blockingEntity)
void Event_SetAccellerationTime(float time)
void Event_PartBlocked(idEntity *blockingEntity)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
idPhysics_Parametric physicsObj
void Event_StopMoving(void)
static void GetMovedir(float dir, idVec3 &movedir)
void MatchActivateTeam(moverState_t newstate, int time)
void Event_Use_BinaryMover(idEntity *activator)
idEntityPtr< idEntity > splineEnt
void SetPortalState(bool open)
void Event_RotateDownTo(int axis, float angle)
void Event_StopRotating(void)
void Event_GotoFloor(int floor)
void Restore(idRestoreGame *savefile)
void Event_RemoveInitialSplineAngles(void)
virtual void PreBind(void)
idEntity * GetActivator(void) const
idMover_Binary * activateChain
void Event_TeamBlocked(idEntity *blockedEntity, idEntity *blockingEntity)
void GetLocalTriggerPosition(const idClipModel *trigger)
void SetMoverState(moverState_t newstate, int time)
void Event_Bob(float speed, float phase, idVec3 &depth)
void Event_Activate(idEntity *activator)
void Event_TeamBlocked(idEntity *blockedEntity, idEntity *blockingEntity)
const idEventDef EV_PartBlocked
void Event_Touch(idEntity *other, trace_t *trace)
void Use_BinaryMover(idEntity *activator)
void Event_UpdateMove(void)
CLASS_PROTOTYPE(idElevator)
void Event_SpectatorTouch(idEntity *other, trace_t *trace)
void SetPortalState(bool open)
const idEventDef EV_ReachedPos
virtual void DoneRotating(void)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
void Event_StartSpline(idEntity *splineEntity)
void Restore(idRestoreGame *savefile)
void Event_SpawnSoundTrigger(void)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
GLint GLint GLsizei GLsizei GLsizei depth
void SetAASAreaState(bool closed)
void SpawnPlatTrigger(idVec3 &pos)
void SetGuiState(const char *key, const char *val) const
void UpdateBuddies(int val)
void Event_InitGuiTargets(void)
void Save(idSaveGame *savefile) const
void Event_TeamBlocked(idEntity *blockedEntity, idEntity *blockingEntity)
virtual void PostBind(void)
void Restore(idRestoreGame *savefile)
void Event_MoveToPos(idVec3 &pos)
void UpdateMoverSound(moverState_t state)
void Event_StopSpline(void)
void Use(idEntity *other, idEntity *activator)
void Event_Reached_BinaryMover(void)
CLASS_PROTOTYPE(idMover_Periodic)
void Restore(idRestoreGame *savefile)
void Event_SpawnDoorTrigger(void)
void Event_InitGuiTargets(void)
void FindGuiTargets(void)
idMover_Binary * moveMaster
virtual void PostBind(void)
void Event_DisableSplineAngles(void)
void Event_Touch(idEntity *other, trace_t *trace)
idEntityPtr< idEntity > activatedBy
void Event_MoveDir(float angle, float distance)
void Save(idSaveGame *savefile) const
idCurve_Spline< idVec3 > * GetSpline(void) const
virtual void Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
void Event_Rotate(idAngles &angles)
void EnableProperDoors(void)
void Event_ClosePortal(void)
void Event_MoveDecelerateTo(float speed, float time)
void Event_MatchActivateTeam(moverState_t newstate, int time)
void UpdateRotationSound(moveStage_t stage)
void Event_PostFloorArrival()
void Save(idSaveGame *savefile) const
void SetGuiStates(const char *state)
idMover_Binary * GetMoveMaster(void) const
void Event_Activate(idEntity *activator)
void FindGuiTargets(void)
void OpenFloorDoor(int floor)
virtual void PreBind(void)
void Event_OpenPortal(void)
CLASS_PROTOTYPE(idPendulum)
const idEventDef EV_TeamBlocked
void BindTeam(idEntity *bindTo)
void Event_StartOpen(void)
void Event_SetMoveSpeed(float speed)
void GetLocalTriggerPosition(const idClipModel *trigger)
void Event_SetDecelSound(const char *sound)
void Event_IsMoving(void)
void Save(idSaveGame *savefile) const
void InitTime(idVec3 &mpos1, idVec3 &mpos2, float mtime, float maccelTime, float mdecelTime)
idVec3 localTriggerOrigin
CLASS_PROTOTYPE(idRotater)
void SetGuiStates(const char *state)
moverCommand_t lastCommand
class idDoor * GetDoor(const char *name)
void Save(idSaveGame *savefile) const
void InitSpeed(idVec3 &mpos1, idVec3 &mpos2, float mspeed, float maccelTime, float mdecelTime)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
void Event_OpenPortal(void)
idPhysics_Parametric physicsObj
void GetLocalTriggerPosition()
void Event_ClosePortal(void)
void Event_RotateOnce(idAngles &angles)
void Event_PartBlocked(idEntity *blockingEntity)
void JoinActivateTeam(idMover_Binary *master)
void SetGuiState(const char *key, const char *val) const
void Save(idSaveGame *savefile) const
void Event_MoveAccelerateTo(float speed, float time)
void Event_SetCallback(void)
void DisableAllDoors(void)
void Restore(idRestoreGame *savefile)
void SetCompanion(idDoor *door)
void Event_Activate(idEntity *activator)
idMover_Binary * GetActivateChain(void) const
floorInfo_s * GetFloorInfo(int floor)
void Event_Activate(idEntity *activator)
idVec3 localTriggerOrigin
virtual void BeginMove(idThread *thread=NULL)
void VectorForDir(float dir, idVec3 &vec)
virtual void BeginMove(idThread *thread=NULL)
void Event_SetCallback(void)
void Event_SetMoveTime(float time)
void SpawnTrigger(const idVec3 &pos)
idPhysics_Parametric physicsObj
void Event_TeamBlocked(idEntity *blockedEntity, idEntity *blockingEntity)
void Event_PartBlocked(idEntity *blockingEntity)
CLASS_PROTOTYPE(idSplinePath)
void Event_ClosePortal(void)
virtual void DoneMoving(void)
void Event_PostRestore(int start, int total, int accel, int decel, int useSplineAng)
void Event_ReturnToPos1(void)
void Event_RotateTo(idAngles &angles)
idList< idEntityPtr< idEntity > > guiTargets
void Event_Sway(float speed, float phase, idAngles &depth)
void Event_PartBlocked(idEntity *blockingEntity)
virtual void PostBind(void)
void Event_RotateUpTo(int axis, float angle)
void Event_FindGuiTargets(void)
void Save(idSaveGame *savefile) const
const idEventDef EV_ReachedAng
idList< floorInfo_s > floorInfo
void Event_SetAccelSound(const char *sound)
void Restore(idRestoreGame *savefile)
void UpdateMoveSound(moveStage_t stage)
void Restore(idRestoreGame *savefile)
virtual void ReadFromSnapshot(const idBitMsgDelta &msg)
virtual void DoneMoving(void)
void Event_UpdateRotation(void)
void MoveToPos(const idVec3 &pos)
CLASS_PROTOTYPE(idBobber)
void Event_FindGuiTargets(void)
virtual void BeginRotation(idThread *thread, bool stopwhendone)
void Event_Touch(idEntity *other, trace_t *trace)
idList< idEntityPtr< idEntity > > guiTargets
void Event_OpenPortal(void)
void Event_IsRotating(void)
virtual void WriteToSnapshot(idBitMsgDelta &msg) const
idEntityPtr< idEntity > activatedBy
void Event_Reached_BinaryMover(void)
void CalcTriggerBounds(float size, idBounds &bounds)
void Event_MoveTo(idEntity *ent)
void Event_EnableSplineAngles(void)
void Event_Activate(idEntity *activator)
void Event_SetDecelerationTime(float time)
CLASS_PROTOTYPE(idMover_Binary)
virtual void PreBind(void)
void Event_SetMoveSound(const char *sound)
virtual bool HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)
moverState_t GetMoverState(void) const