29 #ifndef __GAME_TARGET_H__
30 #define __GAME_TARGET_H__
325 typedef struct SavedGui_s {
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_Give)
void Event_Activate(idEntity *activator)
void Save(idSaveGame *savefile) const
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_LightFadeOut)
void Event_Activate(idEntity *activator)
void Restore(idRestoreGame *savefile)
void Event_GatherEntities()
CLASS_PROTOTYPE(idTarget_LightFadeIn)
void Event_Activate(idEntity *activator)
idTarget_SetInfluence(void)
CLASS_PROTOTYPE(idTarget_SetInfluence)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_EndLevel)
idTarget_FadeEntity(void)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
idInterpolate< float > fovSetting
CLASS_PROTOTYPE(idTarget_Damage)
CLASS_PROTOTYPE(idTarget_FadeEntity)
void Event_Activate(idEntity *activator)
void Restore(idRestoreGame *savefile)
idList< int > genericList
CLASS_PROTOTYPE(idTarget_SetShaderTime)
void Save(idSaveGame *savefile) const
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_EnableLevelWeapons)
void Event_RestoreVolume()
void Event_Activate(idEntity *activator)
idInterpolate< int > fovSetting
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_SessionCommand)
CLASS_PROTOTYPE(idTarget_EnableStamina)
CLASS_PROTOTYPE(idTarget_CallObjectFunction)
const int MAX_RENDERENTITY_GUI
void Event_GetPlayerPos(void)
void Event_RestoreInfluence()
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_Remove)
CLASS_PROTOTYPE(idTarget_Show)
void Event_Flash(float flash, int out)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idTarget_SetPrimaryObjective)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_GiveSecurity)
void Save(idSaveGame *savefile) const
CLASS_PROTOTYPE(idTarget_SetKeyVal)
CLASS_PROTOTYPE(idTarget_GiveEmail)
CLASS_PROTOTYPE(idTarget_LockDoor)
CLASS_PROTOTYPE(idTarget)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_Tip)
CLASS_PROTOTYPE(idTarget_FadeSoundClass)
idEntity * switchToCamera
CLASS_PROTOTYPE(idTarget_RemoveWeapons)
void Restore(idRestoreGame *savefile)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_LevelTrigger)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_SetFov)
CLASS_PROTOTYPE(idTarget_SetShaderParm)
void Event_ClearFlash(float flash)
CLASS_PROTOTYPE(idTarget_SetModel)
void Event_Activate(idEntity *activator)
void Event_Activate(idEntity *activator)
CLASS_PROTOTYPE(idTarget_SetGlobalShaderTime)