29 #include "../idlib/precompiled.h"
62 shakeTranslate.Zero();
virtual const idVec3 & GetOrigin(int id=0) const =0
void FreeSoundEmitter(bool immediate)
float GetFloat(const char *key, const char *defaultString="0") const
bool PostEventSec(const idEventDef *ev, float time)
virtual void InitTool(const toolFlag_t tool, const idDict *dict)=0
virtual const idSoundShader * FindSound(const char *name, bool makeDefault=true)=0
virtual bool CurrentlyPlaying(void) const =0
virtual void UpdateChangeableSpawnArgs(const idDict *source)
const idEventDef EV_Activate("activate","e")
const idEventDef EV_Speaker_Timer("<timer>", NULL)
idAngles GetAngles(const char *key, const char *defaultString=NULL) const
void ReadBool(bool &value)
idAngles ang_zero(0.0f, 0.0f, 0.0f)
const idEventDef EV_Speaker_Off("Off", NULL)
void WriteVec3(const idVec3 &vec)
void Copy(const idDict &other)
#define EVENT(event, function)
void WriteBool(const bool value)
void void void Warning(const char *fmt,...) const id_attribute((format(printf
GLsizei GLsizei GLcharARB * source
bool StartSoundShader(const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)
virtual bool GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)
void Event_Trigger(idEntity *activator)
idPhysics * GetPhysics(void) const
void ReadFloat(float &value)
void SetSound(const char *sound, int channel=SND_CHANNEL_ANY)
idSoundEmitter * referenceSound
void WriteFloat(const float value)
virtual void UpdateChangeableSpawnArgs(const idDict *source)
const idEventDef EV_Speaker_On("On", NULL)
idVec3 GetVector(const char *key, const char *defaultString=NULL) const
void CancelEvents(const idEventDef *ev)
const idSoundShader * shader
virtual void ShowEditingDialog(void)
const char * ToString(int precision=2) const
void WriteInt(const int value)
idDeclManager * declManager
void Save(idSaveGame *savefile) const
void WriteAngles(const idAngles &angles)
#define CLASS_DECLARATION(nameofsuperclass, nameofclass)
void ReadVec3(idVec3 &vec)
void ReadAngles(idAngles &angles)
void BecomeActive(int flags)
virtual void ParseSpawnArgsToRefSound(const idDict *args, refSound_t *refSound)
void BecomeInactive(int flags)
void StopSound(const s_channelType channel, bool broadcast)
void Restore(idRestoreGame *savefile)