29 #ifndef __PHYSICS_ACTOR_H__
30 #define __PHYSICS_ACTOR_H__
68 float GetMass(
int id = -1 )
const;
void SetClipModel(idClipModel *model, float density, int id=0, bool freeOld=true)
int GetContents(int id=-1) const
bool EvaluateContacts(void)
void SetMass(float mass, int id=-1)
void Save(idSaveGame *savefile) const
void ClipRotation(trace_t &results, const idRotation &rotation, const idClipModel *model) const
const idVec3 & GetOrigin(int id=0) const
CLASS_PROTOTYPE(idPhysics_Actor)
void SetContents(int contents, int id=-1)
idClipModel * GetClipModel(int id=0) const
bool IsPushable(void) const
void SetClipModelAxis(void)
void ClipTranslation(trace_t &results, const idVec3 &translation, const idClipModel *model) const
const idBounds & GetAbsBounds(int id=-1) const
const idMat3 & GetAxis(int id=0) const
float GetMasterDeltaYaw(void) const
int ClipContents(const idClipModel *model) const
idEntity * GetGroundEntity(void) const
void SetGravity(const idVec3 &newGravity)
float GetMass(int id=-1) const
idEntityPtr< idEntity > groundEntityPtr
const idMat3 & GetGravityAxis(void) const
void Restore(idRestoreGame *savefile)
const idBounds & GetBounds(int id=-1) const
int GetNumClipModels(void) const