29 #ifndef __PHYSICS_MONSTER_H__
30 #define __PHYSICS_MONSTER_H__
94 bool Evaluate(
int timeStepMSec,
int endTimeMSec );
void UseFlyMove(bool force)
monsterMoveResult_t moveResult
CLASS_PROTOTYPE(idPhysics_Monster)
void SetAxis(const idMat3 &newAxis, int id=-1)
void SetMaxStepHeight(const float newMaxStepHeight)
bool Evaluate(int timeStepMSec, int endTimeMSec)
void ReadFromSnapshot(const idBitMsgDelta &msg)
void SetOrigin(const idVec3 &newOrigin, int id=-1)
void ApplyImpulse(const int id, const idVec3 &point, const idVec3 &impulse)
monsterMoveResult_t SlideMove(idVec3 &start, idVec3 &velocity, const idVec3 &delta)
void UseVelocityMove(bool force)
void SetDelta(const idVec3 &d)
const idVec3 & GetPushedLinearVelocity(const int id=0) const
int GetRestStartTime(void) const
float GetMaxStepHeight(void) const
void SetMinFloorCosine(const float newMinFloorCosine)
monsterMoveResult_t StepMove(idVec3 &start, idVec3 &velocity, const idVec3 &delta)
void Restore(idRestoreGame *savefile)
void Rotate(const idRotation &rotation, int id=-1)
void UpdateTime(int endTimeMSec)
idEntity * blockingEntity
void GetImpactInfo(const int id, const idVec3 &point, impactInfo_t *info) const
void SetPushed(int deltaTime)
void ForceDeltaMove(bool force)
void WriteToSnapshot(idBitMsgDelta &msg) const
void CheckGround(monsterPState_t &state)
void Translate(const idVec3 &translation, int id=-1)
bool OnGround(void) const
void SetLinearVelocity(const idVec3 &newLinearVelocity, int id=0)
monsterMoveResult_t GetMoveResult(void) const
idEntity * GetSlideMoveEntity(void) const
const idVec3 & GetLinearVelocity(int id=0) const
struct monsterPState_s monsterPState_t
void Save(idSaveGame *savefile) const
void SetMaster(idEntity *master, const bool orientated=true)
bool IsAtRest(void) const