29 #ifndef __SCRIPT_THREAD_H__
30 #define __SCRIPT_THREAD_H__
125 void Event_RandomInt(
int range )
const;
147 void Event_GetArcSine(
float a );
148 void Event_GetArcCosine(
float a );
157 void Event_VecToOrthoBasisAngles(
idVec3 &vec );
const idEventDef EV_Thread_OnSignal
static bool BeginMultiFrameEvent(idEntity *ent, const idEventDef *event)
const idEventDef EV_Thread_FadeIn
void Event_StrRight(const char *string, int num)
void Event_GetEntity(const char *name)
const idEventDef EV_Thread_Trigger
const idEventDef EV_Thread_Say
void Event_GetTraceBody(void)
void Event_Say(const char *text)
GLsizei const GLfloat * value
void void static idThread * CurrentThread(void)
void Event_TracePoint(const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity)
const idEventDef EV_Thread_GetCvar
const idEventDef EV_Thread_Cosine
void Event_CopySpawnArgs(idEntity *ent)
void CallFunction(const function_t *func, bool clearStack)
const idEventDef EV_Thread_TracePos
void Event_WaitForThread(int num)
const idEventDef EV_Thread_VecCrossProduct
const idEventDef EV_Thread_Pause
void DelayedStart(int delay)
idThread * waitingForThread
static void EndMultiFrameEvent(idEntity *ent, const idEventDef *event)
GLenum GLsizei GLenum format
const idEventDef EV_Thread_Restart
void Event_GetCvar(const char *name) const
const idEventDef EV_Thread_FadeTo
void Event_SetPersistantArg(const char *key, const char *value)
void Event_SetThreadName(const char *name)
void SetThreadNum(int num)
const idEventDef EV_Thread_TraceFraction
void Event_DebugCircle(const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime)
idThread * WaitingOnThread(void)
const idEventDef EV_Thread_AngToForward
GLenum GLenum GLenum GLenum GLenum scale
void Event_StrToFloat(const char *string)
static int CurrentThreadNum(void)
const char * GetThreadName(void)
void Event_AngToForward(idAngles &ang)
void Event_GetTraceJoint(void)
const idEventDef EV_Thread_SetCallback
void Save(idSaveGame *savefile) const
void Event_SetCamera(idEntity *ent)
void Event_GetSine(float angle)
void Event_InfluenceActive(void)
const idEventDef EV_Thread_AngToUp
void Event_GetSquareRoot(float theSquare)
const idEventDef EV_Thread_KillThread
void Event_IsMultiplayer(void)
const idEventDef EV_Thread_GetEntity
void Event_TerminateThread(int num)
const idEventDef EV_Thread_SetSpawnArg
void Event_FadeIn(idVec3 &color, float time)
void Event_SpawnString(const char *key, const char *defaultvalue)
static void ReturnVector(idVec3 const &vec)
void Event_DebugArrow(const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime)
void Event_FirstPerson(void)
GLclampf GLclampf GLclampf alpha
void Event_WaitFor(idEntity *ent)
const idEventDef EV_Thread_SetThreadName
void Event_SetSpawnArg(const char *key, const char *value)
void Event_StrLeft(const char *string, int num)
void Event_DebugLine(const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime)
void SetThreadName(const char *name)
void Event_VecCrossProduct(idVec3 &vec1, idVec3 &vec2)
void Event_GetTraceEntity(void)
const idEventDef EV_Thread_Sine
static void KillThread(const char *name)
void ContinueProcessing(void)
void Event_WaitFrame(void)
const idEventDef EV_Thread_Spawn
void Event_StartMusic(const char *name)
bool IsDoneProcessing(void)
void Event_DrawText(const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime)
GLsizei GLsizei GLcharARB * source
const idEventDef EV_Thread_FirstPerson
const idEventDef EV_Thread_Assert
void Event_IsClient(void)
void DisableDebugInfo(void)
const idEventDef EV_Thread_GetTime
void Event_Assert(float value)
void Event_ClearPersistantArgs(void)
void DoneProcessing(void)
static void ListThreads_f(const idCmdArgs &args)
void Event_SetShaderParm(int parmnum, float value)
const idEventDef EV_Thread_Print
static idThread * GetThread(int num)
void Event_VecNormalize(idVec3 &vec)
const idEventDef EV_Thread_Random
void Event_Trigger(idEntity *ent)
const idEventDef EV_Thread_SpawnString
void Event_GetTraceNormal(void)
const idEventDef EV_Thread_WaitFrame
void CancelEvents(const idEventDef *ev)
void Restore(idRestoreGame *savefile)
void Event_AngToRight(idAngles &ang)
static void ReturnFloat(float value)
const idEventDef EV_Thread_Normalize
void Event_FadeOut(idVec3 &color, float time)
void Event_CacheSoundShader(const char *soundName)
const idEventDef EV_Thread_SpawnFloat
const idEventDef EV_Thread_WaitFor
static void ObjectMoveDone(int threadnum, idEntity *obj)
static idList< idThread * > & GetThreads(void)
GLubyte GLubyte GLubyte a
void Event_FadeTo(idVec3 &color, float alpha, float time)
void Event_KillThread(const char *name)
void Event_GetFrameTime(void)
const idEventDef EV_Thread_TerminateThread
void Event_Spawn(const char *classname)
void Event_SetCvar(const char *name, const char *value) const
void Event_Random(float range) const
void Event_Wait(float time)
void Event_VecToAngles(idVec3 &vec)
const idEventDef EV_Thread_SpawnVector
void Event_RadiusDamage(const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower)
void Event_OnSignal(int signal, idEntity *ent, const char *func)
static void ReturnString(const char *text)
void Event_ClearSignalThread(int signal, idEntity *ent)
void Event_VecDotProduct(idVec3 &vec1, idVec3 &vec2)
const idEventDef EV_Thread_Wait
static void Restart(void)
void ThreadCallback(idThread *thread)
const idEventDef EV_Thread_WaitForThread
void Event_StrSkip(const char *string, int num)
void Event_Warning(const char *text)
static idList< idThread * > threadList
void Event_GetCosine(float angle)
void Event_AngToUp(idAngles &ang)
const idEventDef EV_Thread_VecDotProduct
CLASS_PROTOTYPE(idThread)
void Event_GetTraceEndPos(void)
const idEventDef EV_Thread_Execute
const idEventDef EV_Thread_VecLength
static void ReturnEntity(idEntity *ent)
const idEventDef EV_Thread_ClearSignal
const char * c_str(void) const
void Error(const char *fmt,...) const id_attribute((format(printf
void EnableDebugInfo(void)
static idThread * currentThread
void Event_Trace(const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity)
void Event_StrLen(const char *string)
const idEventDef EV_Thread_SetCvar
const idEventDef EV_Thread_AngToRight
void Event_SpawnVector(const char *key, idVec3 &defaultvalue)
void Event_GetTraceFraction(void)
void Event_DebugBounds(const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime)
void Event_GetPersistantString(const char *key)
const idEventDef EV_Thread_PrintLn
void Event_Error(const char *text)
void Event_Print(const char *text)
void Event_StrMid(const char *string, int start, int num)
void Event_GetTicsPerSecond(void)
void Event_SpawnFloat(const char *key, float defaultvalue)
const idEventDef EV_Thread_FadeOut
bool IsWaitingFor(idEntity *obj)
idInterpreter interpreter
void Event_VecLength(idVec3 &vec)
static void ReturnInt(int value)
const idEventDef EV_Thread_SetCamera
void Event_GetPersistantVector(const char *key)
void Event_PrintLn(const char *text)
void Event_GetPersistantFloat(const char *key)
void void Warning(const char *fmt,...) const id_attribute((format(printf