29 #include "../../idlib/precompiled.h"
32 #include "../Game_local.h"
46 invMass = 1.0f / mass;
49 masterDeltaYaw = 0.0f;
50 groundEntityPtr =
NULL;
void SetClipModel(idClipModel *model, float density, int id=0, bool freeOld=true)
int GetContents(void) const
int GetContents(int id=-1) const
assert(prefInfo.fullscreenBtn)
void Restore(idRestoreGame *savefile)
void WriteObject(const idClass *obj)
void SetContents(int newContents)
bool EvaluateContacts(void)
type * GetEntity(void) const
void SetMass(float mass, int id=-1)
void Save(idSaveGame *savefile) const
const idMat3 & GetAxis(void) const
const idVec3 & GetOrigin(void) const
void ClipRotation(trace_t &results, const idRotation &rotation, const idClipModel *model) const
void WriteClipModel(const class idClipModel *clipModel)
const idVec3 & GetOrigin(int id=0) const
void SetContents(int contents, int id=-1)
idClipModel * GetClipModel(int id=0) const
bool IsPushable(void) const
void SetClipModelAxis(void)
void ReadFloat(float &value)
void ClipTranslation(trace_t &results, const idVec3 &translation, const idClipModel *model) const
void WriteFloat(const float value)
cmHandle_t Handle(void) const
const idBounds & GetBounds(void) const
bool IsTraceModel(void) const
void AddGroundContacts(const idClipModel *clipModel)
const idBounds & GetAbsBounds(int id=-1) const
const idMat3 & GetAxis(int id=0) const
float GetMasterDeltaYaw(void) const
void WriteMat3(const idMat3 &mat)
idList< contactInfo_t > contacts
int ClipContents(const idClipModel *model) const
void ReadMat3(idMat3 &mat)
void AddContactEntitiesForContacts(void)
void ReadClipModel(idClipModel *&clipModel)
idEntity * GetGroundEntity(void) const
void SetGravity(const idVec3 &newGravity)
bool Rotation(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
int Contents(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
void RotationModel(trace_t &results, const idVec3 &start, const idRotation &rotation, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
int ContentsModel(const idVec3 &start, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
void Save(idSaveGame *savefile) const
float GetMass(int id=-1) const
idEntityPtr< idEntity > groundEntityPtr
void TranslationModel(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, cmHandle_t model, const idVec3 &modelOrigin, const idMat3 &modelAxis)
const idBounds & GetAbsBounds(void) const
const idMat3 & GetGravityAxis(void) const
void Restore(idRestoreGame *savefile)
void SetGravity(const idVec3 &newGravity)
bool Translation(trace_t &results, const idVec3 &start, const idVec3 &end, const idClipModel *mdl, const idMat3 &trmAxis, int contentMask, const idEntity *passEntity)
const idBounds & GetBounds(int id=-1) const
void ReadObject(idClass *&obj)
int GetNumClipModels(void) const