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idAI Class Reference

#include <AI.h>

Inheritance diagram for idAI:
idActor idAFEntity_Gibbable idAFEntity_Base idAnimatedEntity idEntity idClass idAI_Vagary

Public Member Functions

 CLASS_PROTOTYPE (idAI)
 
 idAI ()
 
 ~idAI ()
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
void Spawn (void)
 
void HeardSound (idEntity *ent, const char *action)
 
idActorGetEnemy (void) const
 
void TalkTo (idActor *actor)
 
talkState_t GetTalkState (void) const
 
bool GetAimDir (const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir) const
 
void TouchedByFlashlight (idActor *flashlight_owner)
 
- Public Member Functions inherited from idActor
 CLASS_PROTOTYPE (idActor)
 
 idActor (void)
 
virtual ~idActor (void)
 
void Spawn (void)
 
virtual void Restart (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
virtual int GetDefaultSurfaceType (void) const
 
virtual void ProjectOverlay (const idVec3 &origin, const idVec3 &dir, float size, const char *material)
 
virtual bool LoadAF (void)
 
void SetupBody (void)
 
void CheckBlink (void)
 
virtual bool GetPhysicsToVisualTransform (idVec3 &origin, idMat3 &axis)
 
virtual bool GetPhysicsToSoundTransform (idVec3 &origin, idMat3 &axis)
 
void ShutdownThreads (void)
 
virtual bool ShouldConstructScriptObjectAtSpawn (void) const
 
virtual idThreadConstructScriptObject (void)
 
void UpdateScript (void)
 
const function_tGetScriptFunction (const char *funcname)
 
void SetState (const function_t *newState)
 
void SetState (const char *statename)
 
void SetEyeHeight (float height)
 
float EyeHeight (void) const
 
idVec3 EyeOffset (void) const
 
idVec3 GetEyePosition (void) const
 
virtual void GetViewPos (idVec3 &origin, idMat3 &axis) const
 
void SetFOV (float fov)
 
bool CheckFOV (const idVec3 &pos) const
 
bool CanSee (idEntity *ent, bool useFOV) const
 
bool PointVisible (const idVec3 &point) const
 
virtual void GetAIAimTargets (const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)
 
void SetupDamageGroups (void)
 
virtual void Damage (idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
 
int GetDamageForLocation (int damage, int location)
 
const char * GetDamageGroup (int location)
 
void ClearPain (void)
 
void SetCombatModel (void)
 
idClipModelGetCombatModel (void) const
 
virtual void LinkCombat (void)
 
virtual void UnlinkCombat (void)
 
bool StartRagdoll (void)
 
void StopRagdoll (void)
 
const idAnglesGetDeltaViewAngles (void) const
 
void SetDeltaViewAngles (const idAngles &delta)
 
bool HasEnemies (void) const
 
idActorClosestEnemyToPoint (const idVec3 &pos)
 
idActorEnemyWithMostHealth ()
 
virtual bool OnLadder (void) const
 
virtual void GetAASLocation (idAAS *aas, idVec3 &pos, int &areaNum) const
 
void Attach (idEntity *ent)
 
virtual void Teleport (const idVec3 &origin, const idAngles &angles, idEntity *destination)
 
virtual renderView_tGetRenderView ()
 
int GetAnim (int channel, const char *name)
 
void UpdateAnimState (void)
 
void SetAnimState (int channel, const char *name, int blendFrames)
 
const char * GetAnimState (int channel) const
 
bool InAnimState (int channel, const char *name) const
 
const char * WaitState (void) const
 
void SetWaitState (const char *_waitstate)
 
bool AnimDone (int channel, int blendFrames) const
 
virtual void SpawnGibs (const idVec3 &dir, const char *damageDefName)
 
- Public Member Functions inherited from idAFEntity_Gibbable
 CLASS_PROTOTYPE (idAFEntity_Gibbable)
 
 idAFEntity_Gibbable (void)
 
 ~idAFEntity_Gibbable (void)
 
void Spawn (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
virtual void Present (void)
 
- Public Member Functions inherited from idAFEntity_Base
 CLASS_PROTOTYPE (idAFEntity_Base)
 
 idAFEntity_Base (void)
 
virtual ~idAFEntity_Base (void)
 
void Spawn (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
virtual void GetImpactInfo (idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)
 
virtual void AddForce (idEntity *ent, int id, const idVec3 &point, const idVec3 &force)
 
virtual bool Collide (const trace_t &collision, const idVec3 &velocity)
 
virtual void FreeModelDef (void)
 
bool IsActiveAF (void) const
 
const char * GetAFName (void) const
 
idPhysics_AFGetAFPhysics (void)
 
void SetCombatModel (void)
 
idClipModelGetCombatModel (void) const
 
void SetCombatContents (bool enable)
 
int BodyForClipModelId (int id) const
 
void SaveState (idDict &args) const
 
void LoadState (const idDict &args)
 
void AddBindConstraints (void)
 
void RemoveBindConstraints (void)
 
virtual void ShowEditingDialog (void)
 
- Public Member Functions inherited from idAnimatedEntity
 CLASS_PROTOTYPE (idAnimatedEntity)
 
 idAnimatedEntity ()
 
 ~idAnimatedEntity ()
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
virtual void ClientPredictionThink (void)
 
void UpdateAnimation (void)
 
virtual idAnimatorGetAnimator (void)
 
virtual void SetModel (const char *modelname)
 
bool GetJointWorldTransform (jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis)
 
bool GetJointTransformForAnim (jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis) const
 
virtual void AddDamageEffect (const trace_t &collision, const idVec3 &velocity, const char *damageDefName)
 
void AddLocalDamageEffect (jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial)
 
void UpdateDamageEffects (void)
 
virtual bool ClientReceiveEvent (int event, int time, const idBitMsg &msg)
 
- Public Member Functions inherited from idEntity
 ABSTRACT_PROTOTYPE (idEntity)
 
 idEntity ()
 
 ~idEntity ()
 
void Spawn (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
const char * GetEntityDefName (void) const
 
void SetName (const char *name)
 
const char * GetName (void) const
 
virtual void UpdateChangeableSpawnArgs (const idDict *source)
 
bool CheckDormant (void)
 
bool IsActive (void) const
 
void BecomeActive (int flags)
 
void BecomeInactive (int flags)
 
void UpdatePVSAreas (const idVec3 &pos)
 
virtual renderEntity_tGetRenderEntity (void)
 
virtual int GetModelDefHandle (void)
 
void SetSkin (const idDeclSkin *skin)
 
const idDeclSkinGetSkin (void) const
 
void SetShaderParm (int parmnum, float value)
 
virtual void SetColor (float red, float green, float blue)
 
virtual void SetColor (const idVec3 &color)
 
virtual void GetColor (idVec3 &out) const
 
virtual void SetColor (const idVec4 &color)
 
virtual void GetColor (idVec4 &out) const
 
virtual void FreeLightDef (void)
 
bool IsHidden (void) const
 
void UpdateVisuals (void)
 
void UpdateModel (void)
 
void UpdateModelTransform (void)
 
int GetNumPVSAreas (void)
 
const intGetPVSAreas (void)
 
void ClearPVSAreas (void)
 
bool PhysicsTeamInPVS (pvsHandle_t pvsHandle)
 
bool UpdateRenderEntity (renderEntity_s *renderEntity, const renderView_t *renderView)
 
bool StartSound (const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)
 
bool StartSoundShader (const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)
 
void StopSound (const s_channelType channel, bool broadcast)
 
void SetSoundVolume (float volume)
 
void UpdateSound (void)
 
int GetListenerId (void) const
 
idSoundEmitterGetSoundEmitter (void) const
 
void FreeSoundEmitter (bool immediate)
 
virtual void PreBind (void)
 
virtual void PostBind (void)
 
virtual void PreUnbind (void)
 
virtual void PostUnbind (void)
 
void JoinTeam (idEntity *teammember)
 
void Bind (idEntity *master, bool orientated)
 
void BindToJoint (idEntity *master, const char *jointname, bool orientated)
 
void BindToJoint (idEntity *master, jointHandle_t jointnum, bool orientated)
 
void BindToBody (idEntity *master, int bodyId, bool orientated)
 
void Unbind (void)
 
bool IsBound (void) const
 
bool IsBoundTo (idEntity *master) const
 
idEntityGetBindMaster (void) const
 
jointHandle_t GetBindJoint (void) const
 
int GetBindBody (void) const
 
idEntityGetTeamMaster (void) const
 
idEntityGetNextTeamEntity (void) const
 
void ConvertLocalToWorldTransform (idVec3 &offset, idMat3 &axis)
 
idVec3 GetLocalVector (const idVec3 &vec) const
 
idVec3 GetLocalCoordinates (const idVec3 &vec) const
 
idVec3 GetWorldVector (const idVec3 &vec) const
 
idVec3 GetWorldCoordinates (const idVec3 &vec) const
 
bool GetMasterPosition (idVec3 &masterOrigin, idMat3 &masterAxis) const
 
void GetWorldVelocities (idVec3 &linearVelocity, idVec3 &angularVelocity) const
 
void SetPhysics (idPhysics *phys)
 
idPhysicsGetPhysics (void) const
 
void RestorePhysics (idPhysics *phys)
 
bool RunPhysics (void)
 
void SetOrigin (const idVec3 &org)
 
void SetAxis (const idMat3 &axis)
 
void SetAngles (const idAngles &ang)
 
bool GetFloorPos (float max_dist, idVec3 &floorpos) const
 
virtual void ActivatePhysics (idEntity *ent)
 
virtual bool IsAtRest (void) const
 
virtual int GetRestStartTime (void) const
 
virtual void AddContactEntity (idEntity *ent)
 
virtual void RemoveContactEntity (idEntity *ent)
 
virtual bool CanDamage (const idVec3 &origin, idVec3 &damagePoint) const
 
virtual void DeconstructScriptObject (void)
 
void SetSignal (signalNum_t signalnum, idThread *thread, const function_t *function)
 
void ClearSignal (idThread *thread, signalNum_t signalnum)
 
void ClearSignalThread (signalNum_t signalnum, idThread *thread)
 
bool HasSignal (signalNum_t signalnum) const
 
void Signal (signalNum_t signalnum)
 
void SignalEvent (idThread *thread, signalNum_t signalnum)
 
void TriggerGuis (void)
 
bool HandleGuiCommands (idEntity *entityGui, const char *cmds)
 
virtual bool HandleSingleGuiCommand (idEntity *entityGui, idLexer *src)
 
void FindTargets (void)
 
void RemoveNullTargets (void)
 
void ActivateTargets (idEntity *activator) const
 
bool TouchTriggers (void) const
 
idCurve_Spline< idVec3 > * GetSpline (void) const
 
virtual void WriteToSnapshot (idBitMsgDelta &msg) const
 
virtual void ReadFromSnapshot (const idBitMsgDelta &msg)
 
virtual bool ServerReceiveEvent (int event, int time, const idBitMsg &msg)
 
void WriteBindToSnapshot (idBitMsgDelta &msg) const
 
void ReadBindFromSnapshot (const idBitMsgDelta &msg)
 
void WriteColorToSnapshot (idBitMsgDelta &msg) const
 
void ReadColorFromSnapshot (const idBitMsgDelta &msg)
 
void WriteGUIToSnapshot (idBitMsgDelta &msg) const
 
void ReadGUIFromSnapshot (const idBitMsgDelta &msg)
 
void ServerSendEvent (int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient) const
 
void ClientSendEvent (int eventId, const idBitMsg *msg) const
 
- Public Member Functions inherited from idClass
 ABSTRACT_PROTOTYPE (idClass)
 
voidoperator new (size_t)
 
voidoperator new (size_t s, int, int, char *, int)
 
void operator delete (void *)
 
void operator delete (void *, int, int, char *, int)
 
virtual ~idClass ()
 
void Spawn (void)
 
void CallSpawn (void)
 
bool IsType (const idTypeInfo &c) const
 
const char * GetClassname (void) const
 
const char * GetSuperclass (void) const
 
void FindUninitializedMemory (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
bool RespondsTo (const idEventDef &ev) const
 
bool PostEventMS (const idEventDef *ev, int time)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)
 
bool PostEventMS (const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)
 
bool PostEventSec (const idEventDef *ev, float time)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)
 
bool PostEventSec (const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)
 
bool ProcessEvent (const idEventDef *ev)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)
 
bool ProcessEvent (const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)
 
bool ProcessEventArgPtr (const idEventDef *ev, int *data)
 
void CancelEvents (const idEventDef *ev)
 
void Event_Remove (void)
 

Static Public Member Functions

static void List_f (const idCmdArgs &args)
 
static bool FindPathAroundObstacles (const idPhysics *physics, const idAAS *aas, const idEntity *ignore, const idVec3 &startPos, const idVec3 &seekPos, obstaclePath_t &path)
 
static void FreeObstacleAvoidanceNodes (void)
 
static bool PredictPath (const idEntity *ent, const idAAS *aas, const idVec3 &start, const idVec3 &velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t &path)
 
static bool TestTrajectory (const idVec3 &start, const idVec3 &end, float zVel, float gravity, float time, float max_height, const idClipModel *clip, int clipmask, const idEntity *ignore, const idEntity *targetEntity, int drawtime)
 
static bool PredictTrajectory (const idVec3 &firePos, const idVec3 &target, float projectileSpeed, const idVec3 &projGravity, const idClipModel *clip, int clipmask, float max_height, const idEntity *ignore, const idEntity *targetEntity, int drawtime, idVec3 &aimDir)
 
- Static Public Member Functions inherited from idAFEntity_Base
static void DropAFs (idEntity *ent, const char *type, idList< idEntity * > *list)
 
- Static Public Member Functions inherited from idEntity
static bool ModelCallback (renderEntity_s *renderEntity, const renderView_t *renderView)
 
- Static Public Member Functions inherited from idClass
static void Init (void)
 
static void Shutdown (void)
 
static idTypeInfoGetClass (const char *name)
 
static void DisplayInfo_f (const idCmdArgs &args)
 
static void ListClasses_f (const idCmdArgs &args)
 
static idClassCreateInstance (const char *name)
 
static int GetNumTypes (void)
 
static int GetTypeNumBits (void)
 
static idTypeInfoGetType (int num)
 

Protected Member Functions

void SetAAS (void)
 
virtual void DormantBegin (void)
 
virtual void DormantEnd (void)
 
void Think (void)
 
void Activate (idEntity *activator)
 
int ReactionTo (const idEntity *ent)
 
bool CheckForEnemy (void)
 
void EnemyDead (void)
 
virtual bool CanPlayChatterSounds (void) const
 
void SetChatSound (void)
 
void PlayChatter (void)
 
virtual void Hide (void)
 
virtual void Show (void)
 
idVec3 FirstVisiblePointOnPath (const idVec3 origin, const idVec3 &target, int travelFlags) const
 
void CalculateAttackOffsets (void)
 
void PlayCinematic (void)
 
virtual void ApplyImpulse (idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
 
void GetMoveDelta (const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta)
 
void CheckObstacleAvoidance (const idVec3 &goalPos, idVec3 &newPos)
 
void DeadMove (void)
 
void AnimMove (void)
 
void SlideMove (void)
 
void AdjustFlyingAngles (void)
 
void AddFlyBob (idVec3 &vel)
 
void AdjustFlyHeight (idVec3 &vel, const idVec3 &goalPos)
 
void FlySeekGoal (idVec3 &vel, idVec3 &goalPos)
 
void AdjustFlySpeed (idVec3 &vel)
 
void FlyTurn (void)
 
void FlyMove (void)
 
void StaticMove (void)
 
virtual bool Pain (idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
 
virtual void Killed (idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
 
void KickObstacles (const idVec3 &dir, float force, idEntity *alwaysKick)
 
bool ReachedPos (const idVec3 &pos, const moveCommand_t moveCommand) const
 
float TravelDistance (const idVec3 &start, const idVec3 &end) const
 
int PointReachableAreaNum (const idVec3 &pos, const float boundsScale=2.0f) const
 
bool PathToGoal (aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin) const
 
void DrawRoute (void) const
 
bool GetMovePos (idVec3 &seekPos)
 
bool MoveDone (void) const
 
bool EntityCanSeePos (idActor *actor, const idVec3 &actorOrigin, const idVec3 &pos)
 
void BlockedFailSafe (void)
 
void StopMove (moveStatus_t status)
 
bool FaceEnemy (void)
 
bool FaceEntity (idEntity *ent)
 
bool DirectMoveToPosition (const idVec3 &pos)
 
bool MoveToEnemyHeight (void)
 
bool MoveOutOfRange (idEntity *entity, float range)
 
bool MoveToAttackPosition (idEntity *ent, int attack_anim)
 
bool MoveToEnemy (void)
 
bool MoveToEntity (idEntity *ent)
 
bool MoveToPosition (const idVec3 &pos)
 
bool MoveToCover (idEntity *entity, const idVec3 &pos)
 
bool SlideToPosition (const idVec3 &pos, float time)
 
bool WanderAround (void)
 
bool StepDirection (float dir)
 
bool NewWanderDir (const idVec3 &dest)
 
const idDeclParticleSpawnParticlesOnJoint (particleEmitter_t &pe, const char *particleName, const char *jointName)
 
void SpawnParticles (const char *keyName)
 
bool ParticlesActive (void)
 
bool FacingIdeal (void)
 
void Turn (void)
 
bool TurnToward (float yaw)
 
bool TurnToward (const idVec3 &pos)
 
void ClearEnemy (void)
 
bool EnemyPositionValid (void) const
 
void SetEnemyPosition (void)
 
void UpdateEnemyPosition (void)
 
void SetEnemy (idActor *newEnemy)
 
void CreateProjectileClipModel (void) const
 
idProjectileCreateProjectile (const idVec3 &pos, const idVec3 &dir)
 
void RemoveProjectile (void)
 
idProjectileLaunchProjectile (const char *jointname, idEntity *target, bool clampToAttackCone)
 
virtual void DamageFeedback (idEntity *victim, idEntity *inflictor, int &damage)
 
void DirectDamage (const char *meleeDefName, idEntity *ent)
 
bool TestMelee (void) const
 
bool AttackMelee (const char *meleeDefName)
 
void BeginAttack (const char *name)
 
void EndAttack (void)
 
void PushWithAF (void)
 
void GetMuzzle (const char *jointname, idVec3 &muzzle, idMat3 &axis)
 
void InitMuzzleFlash (void)
 
void TriggerWeaponEffects (const idVec3 &muzzle)
 
void UpdateMuzzleFlash (void)
 
virtual bool UpdateAnimationControllers (void)
 
void UpdateParticles (void)
 
void TriggerParticles (const char *jointName)
 
void LinkScriptVariables (void)
 
void UpdateAIScript (void)
 
void Event_Activate (idEntity *activator)
 
void Event_Touch (idEntity *other, trace_t *trace)
 
void Event_FindEnemy (int useFOV)
 
void Event_FindEnemyAI (int useFOV)
 
void Event_FindEnemyInCombatNodes (void)
 
void Event_ClosestReachableEnemyOfEntity (idEntity *team_mate)
 
void Event_HeardSound (int ignore_team)
 
void Event_SetEnemy (idEntity *ent)
 
void Event_ClearEnemy (void)
 
void Event_MuzzleFlash (const char *jointname)
 
void Event_CreateMissile (const char *jointname)
 
void Event_AttackMissile (const char *jointname)
 
void Event_FireMissileAtTarget (const char *jointname, const char *targetname)
 
void Event_LaunchMissile (const idVec3 &muzzle, const idAngles &ang)
 
void Event_AttackMelee (const char *meleeDefName)
 
void Event_DirectDamage (idEntity *damageTarget, const char *damageDefName)
 
void Event_RadiusDamageFromJoint (const char *jointname, const char *damageDefName)
 
void Event_BeginAttack (const char *name)
 
void Event_EndAttack (void)
 
void Event_MeleeAttackToJoint (const char *jointname, const char *meleeDefName)
 
void Event_RandomPath (void)
 
void Event_CanBecomeSolid (void)
 
void Event_BecomeSolid (void)
 
void Event_BecomeNonSolid (void)
 
void Event_BecomeRagdoll (void)
 
void Event_StopRagdoll (void)
 
void Event_SetHealth (float newHealth)
 
void Event_GetHealth (void)
 
void Event_AllowDamage (void)
 
void Event_IgnoreDamage (void)
 
void Event_GetCurrentYaw (void)
 
void Event_TurnTo (float angle)
 
void Event_TurnToPos (const idVec3 &pos)
 
void Event_TurnToEntity (idEntity *ent)
 
void Event_MoveStatus (void)
 
void Event_StopMove (void)
 
void Event_MoveToCover (void)
 
void Event_MoveToEnemy (void)
 
void Event_MoveToEnemyHeight (void)
 
void Event_MoveOutOfRange (idEntity *entity, float range)
 
void Event_MoveToAttackPosition (idEntity *entity, const char *attack_anim)
 
void Event_MoveToEntity (idEntity *ent)
 
void Event_MoveToPosition (const idVec3 &pos)
 
void Event_SlideTo (const idVec3 &pos, float time)
 
void Event_Wander (void)
 
void Event_FacingIdeal (void)
 
void Event_FaceEnemy (void)
 
void Event_FaceEntity (idEntity *ent)
 
void Event_WaitAction (const char *waitForState)
 
void Event_GetCombatNode (void)
 
void Event_EnemyInCombatCone (idEntity *ent, int use_current_enemy_location)
 
void Event_WaitMove (void)
 
void Event_GetJumpVelocity (const idVec3 &pos, float speed, float max_height)
 
void Event_EntityInAttackCone (idEntity *ent)
 
void Event_CanSeeEntity (idEntity *ent)
 
void Event_SetTalkTarget (idEntity *target)
 
void Event_GetTalkTarget (void)
 
void Event_SetTalkState (int state)
 
void Event_EnemyRange (void)
 
void Event_EnemyRange2D (void)
 
void Event_GetEnemy (void)
 
void Event_GetEnemyPos (void)
 
void Event_GetEnemyEyePos (void)
 
void Event_PredictEnemyPos (float time)
 
void Event_CanHitEnemy (void)
 
void Event_CanHitEnemyFromAnim (const char *animname)
 
void Event_CanHitEnemyFromJoint (const char *jointname)
 
void Event_EnemyPositionValid (void)
 
void Event_ChargeAttack (const char *damageDef)
 
void Event_TestChargeAttack (void)
 
void Event_TestAnimMoveTowardEnemy (const char *animname)
 
void Event_TestAnimMove (const char *animname)
 
void Event_TestMoveToPosition (const idVec3 &position)
 
void Event_TestMeleeAttack (void)
 
void Event_TestAnimAttack (const char *animname)
 
void Event_Shrivel (float shirvel_time)
 
void Event_Burn (void)
 
void Event_PreBurn (void)
 
void Event_ClearBurn (void)
 
void Event_SetSmokeVisibility (int num, int on)
 
void Event_NumSmokeEmitters (void)
 
void Event_StopThinking (void)
 
void Event_GetTurnDelta (void)
 
void Event_GetMoveType (void)
 
void Event_SetMoveType (int moveType)
 
void Event_SaveMove (void)
 
void Event_RestoreMove (void)
 
void Event_AllowMovement (float flag)
 
void Event_JumpFrame (void)
 
void Event_EnableClip (void)
 
void Event_DisableClip (void)
 
void Event_EnableGravity (void)
 
void Event_DisableGravity (void)
 
void Event_EnableAFPush (void)
 
void Event_DisableAFPush (void)
 
void Event_SetFlySpeed (float speed)
 
void Event_SetFlyOffset (int offset)
 
void Event_ClearFlyOffset (void)
 
void Event_GetClosestHiddenTarget (const char *type)
 
void Event_GetRandomTarget (const char *type)
 
void Event_TravelDistanceToPoint (const idVec3 &pos)
 
void Event_TravelDistanceToEntity (idEntity *ent)
 
void Event_TravelDistanceBetweenPoints (const idVec3 &source, const idVec3 &dest)
 
void Event_TravelDistanceBetweenEntities (idEntity *source, idEntity *dest)
 
void Event_LookAtEntity (idEntity *ent, float duration)
 
void Event_LookAtEnemy (float duration)
 
void Event_SetJointMod (int allowJointMod)
 
void Event_ThrowMoveable (void)
 
void Event_ThrowAF (void)
 
void Event_SetAngles (idAngles const &ang)
 
void Event_GetAngles (void)
 
void Event_RealKill (void)
 
void Event_Kill (void)
 
void Event_WakeOnFlashlight (int enable)
 
void Event_LocateEnemy (void)
 
void Event_KickObstacles (idEntity *kickEnt, float force)
 
void Event_GetObstacle (void)
 
void Event_PushPointIntoAAS (const idVec3 &pos)
 
void Event_GetTurnRate (void)
 
void Event_SetTurnRate (float rate)
 
void Event_AnimTurn (float angles)
 
void Event_AllowHiddenMovement (int enable)
 
void Event_TriggerParticles (const char *jointName)
 
void Event_FindActorsInBounds (const idVec3 &mins, const idVec3 &maxs)
 
void Event_CanReachPosition (const idVec3 &pos)
 
void Event_CanReachEntity (idEntity *ent)
 
void Event_CanReachEnemy (void)
 
void Event_GetReachableEntityPosition (idEntity *ent)
 
- Protected Member Functions inherited from idActor
virtual void Gib (const idVec3 &dir, const char *damageDefName)
 
void RemoveAttachments (void)
 
void CopyJointsFromBodyToHead (void)
 
- Protected Member Functions inherited from idAFEntity_Gibbable
void InitSkeletonModel (void)
 
void Event_Gib (const char *damageDefName)
 
- Protected Member Functions inherited from idAFEntity_Base
void Event_SetConstraintPosition (const char *name, const idVec3 &pos)
 

Protected Attributes

idAASaas
 
int travelFlags
 
idMoveState move
 
idMoveState savedMove
 
float kickForce
 
bool ignore_obstacles
 
float blockedRadius
 
int blockedMoveTime
 
int blockedAttackTime
 
float ideal_yaw
 
float current_yaw
 
float turnRate
 
float turnVel
 
float anim_turn_yaw
 
float anim_turn_amount
 
float anim_turn_angles
 
idPhysics_Monster physicsObj
 
jointHandle_t flyTiltJoint
 
float fly_speed
 
float fly_bob_strength
 
float fly_bob_vert
 
float fly_bob_horz
 
int fly_offset
 
float fly_seek_scale
 
float fly_roll_scale
 
float fly_roll_max
 
float fly_roll
 
float fly_pitch_scale
 
float fly_pitch_max
 
float fly_pitch
 
bool allowMove
 
bool allowHiddenMovement
 
bool disableGravity
 
bool af_push_moveables
 
bool lastHitCheckResult
 
int lastHitCheckTime
 
int lastAttackTime
 
float melee_range
 
float projectile_height_to_distance_ratio
 
idList< idVec3missileLaunchOffset
 
const idDictprojectileDef
 
idClipModelprojectileClipModel
 
float projectileRadius
 
float projectileSpeed
 
idVec3 projectileVelocity
 
idVec3 projectileGravity
 
idEntityPtr< idProjectileprojectile
 
idStr attack
 
const idSoundShaderchat_snd
 
int chat_min
 
int chat_max
 
int chat_time
 
talkState_t talk_state
 
idEntityPtr< idActortalkTarget
 
int num_cinematics
 
int current_cinematic
 
bool allowJointMod
 
idEntityPtr< idEntityfocusEntity
 
idVec3 currentFocusPos
 
int focusTime
 
int alignHeadTime
 
int forceAlignHeadTime
 
idAngles eyeAng
 
idAngles lookAng
 
idAngles destLookAng
 
idAngles lookMin
 
idAngles lookMax
 
idList< jointHandle_tlookJoints
 
idList< idAngleslookJointAngles
 
float eyeVerticalOffset
 
float eyeHorizontalOffset
 
float eyeFocusRate
 
float headFocusRate
 
int focusAlignTime
 
float shrivel_rate
 
int shrivel_start
 
bool restartParticles
 
bool useBoneAxis
 
idList< particleEmitter_tparticles
 
renderLight_t worldMuzzleFlash
 
int worldMuzzleFlashHandle
 
jointHandle_t flashJointWorld
 
int muzzleFlashEnd
 
int flashTime
 
idAngles eyeMin
 
idAngles eyeMax
 
jointHandle_t focusJoint
 
jointHandle_t orientationJoint
 
idEntityPtr< idActorenemy
 
idVec3 lastVisibleEnemyPos
 
idVec3 lastVisibleEnemyEyeOffset
 
idVec3 lastVisibleReachableEnemyPos
 
idVec3 lastReachableEnemyPos
 
bool wakeOnFlashlight
 
idScriptBool AI_TALK
 
idScriptBool AI_DAMAGE
 
idScriptBool AI_PAIN
 
idScriptFloat AI_SPECIAL_DAMAGE
 
idScriptBool AI_DEAD
 
idScriptBool AI_ENEMY_VISIBLE
 
idScriptBool AI_ENEMY_IN_FOV
 
idScriptBool AI_ENEMY_DEAD
 
idScriptBool AI_MOVE_DONE
 
idScriptBool AI_ONGROUND
 
idScriptBool AI_ACTIVATED
 
idScriptBool AI_FORWARD
 
idScriptBool AI_JUMP
 
idScriptBool AI_ENEMY_REACHABLE
 
idScriptBool AI_BLOCKED
 
idScriptBool AI_OBSTACLE_IN_PATH
 
idScriptBool AI_DEST_UNREACHABLE
 
idScriptBool AI_HIT_ENEMY
 
idScriptBool AI_PUSHED
 
- Protected Attributes inherited from idActor
float fovDot
 
idVec3 eyeOffset
 
idVec3 modelOffset
 
idAngles deltaViewAngles
 
int pain_debounce_time
 
int pain_delay
 
int pain_threshold
 
idStrList damageGroups
 
idList< floatdamageScale
 
bool use_combat_bbox
 
idEntityPtr< idAFAttachmenthead
 
idList< copyJoints_tcopyJoints
 
const function_tstate
 
const function_tidealState
 
jointHandle_t leftEyeJoint
 
jointHandle_t rightEyeJoint
 
jointHandle_t soundJoint
 
idIK_Walk walkIK
 
idStr animPrefix
 
idStr painAnim
 
int blink_anim
 
int blink_time
 
int blink_min
 
int blink_max
 
idThreadscriptThread
 
idStr waitState
 
idAnimState headAnim
 
idAnimState torsoAnim
 
idAnimState legsAnim
 
bool allowPain
 
bool allowEyeFocus
 
bool finalBoss
 
int painTime
 
idList< idAttachInfoattachments
 
- Protected Attributes inherited from idAFEntity_Gibbable
idRenderModelskeletonModel
 
int skeletonModelDefHandle
 
bool gibbed
 
- Protected Attributes inherited from idAFEntity_Base
idAF af
 
idClipModelcombatModel
 
int combatModelContents
 
idVec3 spawnOrigin
 
idMat3 spawnAxis
 
int nextSoundTime
 
- Protected Attributes inherited from idAnimatedEntity
idAnimator animator
 
damageEffect_tdamageEffects
 
- Protected Attributes inherited from idEntity
renderEntity_t renderEntity
 
int modelDefHandle
 
refSound_t refSound
 

Additional Inherited Members

- Public Types inherited from idAnimatedEntity
enum  { EVENT_ADD_DAMAGE_EFFECT = idEntity::EVENT_MAXEVENTS, EVENT_MAXEVENTS }
 
- Public Types inherited from idEntity
enum  { EVENT_STARTSOUNDSHADER, EVENT_STOPSOUNDSHADER, EVENT_MAXEVENTS }
 
- Public Attributes inherited from idActor
int team
 
int rank
 
idMat3 viewAxis
 
idLinkList< idActorenemyNode
 
idLinkList< idActorenemyList
 
- Public Attributes inherited from idEntity
int entityNumber
 
int entityDefNumber
 
idLinkList< idEntityspawnNode
 
idLinkList< idEntityactiveNode
 
idLinkList< idEntitysnapshotNode
 
int snapshotSequence
 
int snapshotBits
 
idStr name
 
idDict spawnArgs
 
idScriptObject scriptObject
 
int thinkFlags
 
int dormantStart
 
bool cinematic
 
renderView_trenderView
 
idEntitycameraTarget
 
idList< idEntityPtr< idEntity > > targets
 
int health
 
struct idEntity::entityFlags_s fl
 
- Static Public Attributes inherited from idEntity
static const int MAX_PVS_AREAS = 4
 

Detailed Description

Definition at line 253 of file AI.h.

Constructor & Destructor Documentation

idAI::idAI ( )

Definition at line 284 of file AI.cpp.

idAI::~idAI ( )

Definition at line 395 of file AI.cpp.

Member Function Documentation

void idAI::Activate ( idEntity activator)
protected

Definition at line 3604 of file AI.cpp.

void idAI::AddFlyBob ( idVec3 vel)
protected

Definition at line 3005 of file AI.cpp.

void idAI::AdjustFlyHeight ( idVec3 vel,
const idVec3 goalPos 
)
protected

Definition at line 3025 of file AI.cpp.

void idAI::AdjustFlyingAngles ( void  )
protected

Definition at line 2962 of file AI.cpp.

void idAI::AdjustFlySpeed ( idVec3 vel)
protected

Definition at line 3087 of file AI.cpp.

void idAI::AnimMove ( void  )
protected

Definition at line 2729 of file AI.cpp.

void idAI::ApplyImpulse ( idEntity ent,
int  id,
const idVec3 point,
const idVec3 impulse 
)
protectedvirtual

Reimplemented from idAFEntity_Base.

Definition at line 2580 of file AI.cpp.

bool idAI::AttackMelee ( const char *  meleeDefName)
protected

Definition at line 4470 of file AI.cpp.

void idAI::BeginAttack ( const char *  name)
protected

Definition at line 4149 of file AI.cpp.

void idAI::BlockedFailSafe ( void  )
protected

Definition at line 2419 of file AI.cpp.

void idAI::CalculateAttackOffsets ( void  )
protected

Definition at line 4034 of file AI.cpp.

bool idAI::CanPlayChatterSounds ( void  ) const
protectedvirtual

Reimplemented from idEntity.

Definition at line 4745 of file AI.cpp.

bool idAI::CheckForEnemy ( void  )
protected
void idAI::CheckObstacleAvoidance ( const idVec3 goalPos,
idVec3 newPos 
)
protected

Definition at line 2618 of file AI.cpp.

idAI::CLASS_PROTOTYPE ( idAI  )
void idAI::ClearEnemy ( void  )
protected

Definition at line 3732 of file AI.cpp.

idProjectile * idAI::CreateProjectile ( const idVec3 pos,
const idVec3 dir 
)
protected

Definition at line 4168 of file AI.cpp.

void idAI::CreateProjectileClipModel ( void  ) const
protected

Definition at line 4082 of file AI.cpp.

void idAI::DamageFeedback ( idEntity victim,
idEntity inflictor,
int damage 
)
protectedvirtual

Reimplemented from idEntity.

Definition at line 4351 of file AI.cpp.

void idAI::DeadMove ( void  )
protected

Definition at line 2709 of file AI.cpp.

void idAI::DirectDamage ( const char *  meleeDefName,
idEntity ent 
)
protected

Definition at line 4371 of file AI.cpp.

bool idAI::DirectMoveToPosition ( const idVec3 pos)
protected

Definition at line 1656 of file AI.cpp.

void idAI::DormantBegin ( void  )
protectedvirtual

Reimplemented from idEntity.

Definition at line 1079 of file AI.cpp.

void idAI::DormantEnd ( void  )
protectedvirtual

Reimplemented from idEntity.

Definition at line 1102 of file AI.cpp.

void idAI::DrawRoute ( void  ) const
protected

Definition at line 1403 of file AI.cpp.

void idAI::EndAttack ( void  )
protected

Definition at line 4159 of file AI.cpp.

void idAI::EnemyDead ( void  )
protected

Definition at line 3662 of file AI.cpp.

bool idAI::EnemyPositionValid ( void  ) const
protected

Definition at line 3751 of file AI.cpp.

bool idAI::EntityCanSeePos ( idActor actor,
const idVec3 actorOrigin,
const idVec3 pos 
)
protected

Definition at line 2376 of file AI.cpp.

END_CLASS void idAI::Event_Activate ( idEntity activator)
protected

Definition at line 324 of file AI_events.cpp.

void idAI::Event_AllowDamage ( void  )
protected

Definition at line 992 of file AI_events.cpp.

void idAI::Event_AllowHiddenMovement ( int  enable)
protected

Definition at line 2691 of file AI_events.cpp.

void idAI::Event_AllowMovement ( float  flag)
protected

Definition at line 2196 of file AI_events.cpp.

void idAI::Event_AnimTurn ( float  angles)
protected

Definition at line 2668 of file AI_events.cpp.

void idAI::Event_AttackMelee ( const char *  meleeDefName)
protected

Definition at line 742 of file AI_events.cpp.

void idAI::Event_AttackMissile ( const char *  jointname)
protected

Definition at line 599 of file AI_events.cpp.

void idAI::Event_BecomeNonSolid ( void  )
protected

Definition at line 933 of file AI_events.cpp.

void idAI::Event_BecomeRagdoll ( void  )
protected

Definition at line 944 of file AI_events.cpp.

void idAI::Event_BecomeSolid ( void  )
protected

Definition at line 915 of file AI_events.cpp.

void idAI::Event_BeginAttack ( const char *  name)
protected

Definition at line 798 of file AI_events.cpp.

void idAI::Event_Burn ( void  )
protected

Definition at line 2000 of file AI_events.cpp.

void idAI::Event_CanBecomeSolid ( void  )
protected

Definition at line 854 of file AI_events.cpp.

void idAI::Event_CanHitEnemy ( void  )
protected

Definition at line 1571 of file AI_events.cpp.

void idAI::Event_CanHitEnemyFromAnim ( const char *  animname)
protected

Definition at line 1616 of file AI_events.cpp.

void idAI::Event_CanHitEnemyFromJoint ( const char *  jointname)
protected

Definition at line 1688 of file AI_events.cpp.

void idAI::Event_CanReachEnemy ( void  )
protected

Definition at line 2795 of file AI_events.cpp.

void idAI::Event_CanReachEntity ( idEntity ent)
protected

Definition at line 2751 of file AI_events.cpp.

void idAI::Event_CanReachPosition ( const idVec3 pos)
protected

Definition at line 2732 of file AI_events.cpp.

void idAI::Event_CanSeeEntity ( idEntity ent)
protected

Definition at line 1431 of file AI_events.cpp.

void idAI::Event_ChargeAttack ( const char *  damageDef)
protected

Definition at line 1768 of file AI_events.cpp.

void idAI::Event_ClearBurn ( void  )
protected

Definition at line 2011 of file AI_events.cpp.

void idAI::Event_ClearEnemy ( void  )
protected

Definition at line 551 of file AI_events.cpp.

void idAI::Event_ClearFlyOffset ( void  )
protected

Definition at line 2291 of file AI_events.cpp.

void idAI::Event_ClosestReachableEnemyOfEntity ( idEntity team_mate)
protected

Definition at line 469 of file AI_events.cpp.

void idAI::Event_CreateMissile ( const char *  jointname)
protected

Definition at line 573 of file AI_events.cpp.

void idAI::Event_DirectDamage ( idEntity damageTarget,
const char *  damageDefName 
)
protected

Definition at line 754 of file AI_events.cpp.

void idAI::Event_DisableAFPush ( void  )
protected

Definition at line 2261 of file AI_events.cpp.

void idAI::Event_DisableClip ( void  )
protected

Definition at line 2224 of file AI_events.cpp.

void idAI::Event_DisableGravity ( void  )
protected

Definition at line 2243 of file AI_events.cpp.

void idAI::Event_EnableAFPush ( void  )
protected

Definition at line 2252 of file AI_events.cpp.

void idAI::Event_EnableClip ( void  )
protected

Definition at line 2214 of file AI_events.cpp.

void idAI::Event_EnableGravity ( void  )
protected

Definition at line 2234 of file AI_events.cpp.

void idAI::Event_EndAttack ( void  )
protected

Definition at line 807 of file AI_events.cpp.

void idAI::Event_EnemyInCombatCone ( idEntity ent,
int  use_current_enemy_location 
)
protected

Definition at line 1295 of file AI_events.cpp.

void idAI::Event_EnemyPositionValid ( void  )
protected

Definition at line 1756 of file AI_events.cpp.

void idAI::Event_EnemyRange ( void  )
protected

Definition at line 1485 of file AI_events.cpp.

void idAI::Event_EnemyRange2D ( void  )
protected

Definition at line 1504 of file AI_events.cpp.

void idAI::Event_EntityInAttackCone ( idEntity ent)
protected

Definition at line 1395 of file AI_events.cpp.

void idAI::Event_FaceEnemy ( void  )
protected

Definition at line 1179 of file AI_events.cpp.

void idAI::Event_FaceEntity ( idEntity ent)
protected

Definition at line 1188 of file AI_events.cpp.

void idAI::Event_FacingIdeal ( void  )
protected

Definition at line 1169 of file AI_events.cpp.

void idAI::Event_FindActorsInBounds ( const idVec3 mins,
const idVec3 maxs 
)
protected

Definition at line 2709 of file AI_events.cpp.

void idAI::Event_FindEnemy ( int  useFOV)
protected

Definition at line 345 of file AI_events.cpp.

void idAI::Event_FindEnemyAI ( int  useFOV)
protected

Definition at line 378 of file AI_events.cpp.

void idAI::Event_FindEnemyInCombatNodes ( void  )
protected

Definition at line 422 of file AI_events.cpp.

void idAI::Event_FireMissileAtTarget ( const char *  jointname,
const char *  targetname 
)
protected

Definition at line 611 of file AI_events.cpp.

void idAI::Event_GetAngles ( void  )
protected

Definition at line 2532 of file AI_events.cpp.

void idAI::Event_GetClosestHiddenTarget ( const char *  type)
protected

Definition at line 2300 of file AI_events.cpp.

void idAI::Event_GetCombatNode ( void  )
protected

Definition at line 1212 of file AI_events.cpp.

void idAI::Event_GetCurrentYaw ( void  )
protected

Definition at line 1010 of file AI_events.cpp.

void idAI::Event_GetEnemy ( void  )
protected

Definition at line 1523 of file AI_events.cpp.

void idAI::Event_GetEnemyEyePos ( void  )
protected

Definition at line 1541 of file AI_events.cpp.

void idAI::Event_GetEnemyPos ( void  )
protected

Definition at line 1532 of file AI_events.cpp.

void idAI::Event_GetHealth ( void  )
protected

Definition at line 983 of file AI_events.cpp.

void idAI::Event_GetJumpVelocity ( const idVec3 pos,
float  speed,
float  max_height 
)
protected

Definition at line 1356 of file AI_events.cpp.

void idAI::Event_GetMoveType ( void  )
protected

Definition at line 2092 of file AI_events.cpp.

void idAI::Event_GetObstacle ( void  )
protected

Definition at line 2621 of file AI_events.cpp.

void idAI::Event_GetRandomTarget ( const char *  type)
protected

Definition at line 2350 of file AI_events.cpp.

void idAI::Event_GetReachableEntityPosition ( idEntity ent)
protected

Definition at line 2838 of file AI_events.cpp.

void idAI::Event_GetTalkTarget ( void  )
protected

Definition at line 1463 of file AI_events.cpp.

void idAI::Event_GetTurnDelta ( void  )
protected

Definition at line 2076 of file AI_events.cpp.

void idAI::Event_GetTurnRate ( void  )
protected

Definition at line 2650 of file AI_events.cpp.

void idAI::Event_HeardSound ( int  ignore_team)
protected

Definition at line 515 of file AI_events.cpp.

void idAI::Event_IgnoreDamage ( void  )
protected

Definition at line 1001 of file AI_events.cpp.

void idAI::Event_JumpFrame ( void  )
protected

Definition at line 2205 of file AI_events.cpp.

void idAI::Event_KickObstacles ( idEntity kickEnt,
float  force 
)
protected

Definition at line 2597 of file AI_events.cpp.

void idAI::Event_Kill ( void  )
protected

Definition at line 2560 of file AI_events.cpp.

void idAI::Event_LaunchMissile ( const idVec3 muzzle,
const idAngles ang 
)
protected

Definition at line 629 of file AI_events.cpp.

void idAI::Event_LocateEnemy ( void  )
protected

Definition at line 2578 of file AI_events.cpp.

void idAI::Event_LookAtEnemy ( float  duration)
protected

Definition at line 2452 of file AI_events.cpp.

void idAI::Event_LookAtEntity ( idEntity ent,
float  duration 
)
protected

Definition at line 2432 of file AI_events.cpp.

void idAI::Event_MeleeAttackToJoint ( const char *  jointname,
const char *  meleeDefName 
)
protected

Definition at line 816 of file AI_events.cpp.

void idAI::Event_MoveOutOfRange ( idEntity entity,
float  range 
)
protected

Definition at line 1102 of file AI_events.cpp.

void idAI::Event_MoveStatus ( void  )
protected

Definition at line 1048 of file AI_events.cpp.

void idAI::Event_MoveToAttackPosition ( idEntity entity,
const char *  attack_anim 
)
protected

Definition at line 1112 of file AI_events.cpp.

void idAI::Event_MoveToCover ( void  )
protected

Definition at line 1066 of file AI_events.cpp.

void idAI::Event_MoveToEnemy ( void  )
protected

Definition at line 1080 of file AI_events.cpp.

void idAI::Event_MoveToEnemyHeight ( void  )
protected

Definition at line 1092 of file AI_events.cpp.

void idAI::Event_MoveToEntity ( idEntity ent)
protected

Definition at line 1130 of file AI_events.cpp.

void idAI::Event_MoveToPosition ( const idVec3 pos)
protected

Definition at line 1142 of file AI_events.cpp.

void idAI::Event_MuzzleFlash ( const char *  jointname)
protected

Definition at line 560 of file AI_events.cpp.

void idAI::Event_NumSmokeEmitters ( void  )
protected

Definition at line 2054 of file AI_events.cpp.

void idAI::Event_PreBurn ( void  )
protected

Definition at line 1985 of file AI_events.cpp.

void idAI::Event_PredictEnemyPos ( float  time)
protected

Definition at line 1550 of file AI_events.cpp.

void idAI::Event_PushPointIntoAAS ( const idVec3 pos)
protected

Definition at line 2630 of file AI_events.cpp.

void idAI::Event_RadiusDamageFromJoint ( const char *  jointname,
const char *  damageDefName 
)
protected

Definition at line 763 of file AI_events.cpp.

void idAI::Event_RandomPath ( void  )
protected

Definition at line 786 of file AI_events.cpp.

void idAI::Event_RealKill ( void  )
protected

Definition at line 2541 of file AI_events.cpp.

void idAI::Event_RestoreMove ( void  )
protected

Definition at line 2128 of file AI_events.cpp.

void idAI::Event_SaveMove ( void  )
protected

Definition at line 2119 of file AI_events.cpp.

void idAI::Event_SetAngles ( idAngles const ang)
protected

Definition at line 2522 of file AI_events.cpp.

void idAI::Event_SetEnemy ( idEntity ent)
protected

Definition at line 536 of file AI_events.cpp.

void idAI::Event_SetFlyOffset ( int  offset)
protected

Definition at line 2282 of file AI_events.cpp.

void idAI::Event_SetFlySpeed ( float  speed)
protected

Definition at line 2270 of file AI_events.cpp.

void idAI::Event_SetHealth ( float  newHealth)
protected

Definition at line 968 of file AI_events.cpp.

void idAI::Event_SetJointMod ( int  allowJointMod)
protected

Definition at line 2471 of file AI_events.cpp.

void idAI::Event_SetMoveType ( int  moveType)
protected

Definition at line 2101 of file AI_events.cpp.

void idAI::Event_SetSmokeVisibility ( int  num,
int  on 
)
protected

Definition at line 2022 of file AI_events.cpp.

void idAI::Event_SetTalkState ( int  state)
protected

Definition at line 1472 of file AI_events.cpp.

void idAI::Event_SetTalkTarget ( idEntity target)
protected

Definition at line 1446 of file AI_events.cpp.

void idAI::Event_SetTurnRate ( float  rate)
protected

Definition at line 2659 of file AI_events.cpp.

void idAI::Event_Shrivel ( float  shirvel_time)
protected

Definition at line 1954 of file AI_events.cpp.

void idAI::Event_SlideTo ( const idVec3 pos,
float  time 
)
protected

Definition at line 1152 of file AI_events.cpp.

void idAI::Event_StopMove ( void  )
protected

Definition at line 1057 of file AI_events.cpp.

void idAI::Event_StopRagdoll ( void  )
protected

Definition at line 956 of file AI_events.cpp.

void idAI::Event_StopThinking ( void  )
protected

Definition at line 2063 of file AI_events.cpp.

void idAI::Event_TestAnimAttack ( const char *  animname)
protected

Definition at line 1933 of file AI_events.cpp.

void idAI::Event_TestAnimMove ( const char *  animname)
protected

Definition at line 1874 of file AI_events.cpp.

void idAI::Event_TestAnimMoveTowardEnemy ( const char *  animname)
protected

Definition at line 1834 of file AI_events.cpp.

void idAI::Event_TestChargeAttack ( void  )
protected

Definition at line 1794 of file AI_events.cpp.

void idAI::Event_TestMeleeAttack ( void  )
protected

Definition at line 1923 of file AI_events.cpp.

void idAI::Event_TestMoveToPosition ( const idVec3 position)
protected

Definition at line 1902 of file AI_events.cpp.

void idAI::Event_ThrowAF ( void  )
protected

Definition at line 2501 of file AI_events.cpp.

void idAI::Event_ThrowMoveable ( void  )
protected

Definition at line 2480 of file AI_events.cpp.

void idAI::Event_Touch ( idEntity other,
trace_t trace 
)
protected

Definition at line 333 of file AI_events.cpp.

void idAI::Event_TravelDistanceBetweenEntities ( idEntity source,
idEntity dest 
)
protected

Definition at line 2418 of file AI_events.cpp.

void idAI::Event_TravelDistanceBetweenPoints ( const idVec3 source,
const idVec3 dest 
)
protected

Definition at line 2406 of file AI_events.cpp.

void idAI::Event_TravelDistanceToEntity ( idEntity ent)
protected

Definition at line 2394 of file AI_events.cpp.

void idAI::Event_TravelDistanceToPoint ( const idVec3 pos)
protected

Definition at line 2382 of file AI_events.cpp.

void idAI::Event_TriggerParticles ( const char *  jointName)
protected

Definition at line 2700 of file AI_events.cpp.

void idAI::Event_TurnTo ( float  angle)
protected

Definition at line 1019 of file AI_events.cpp.

void idAI::Event_TurnToEntity ( idEntity ent)
protected

Definition at line 1037 of file AI_events.cpp.

void idAI::Event_TurnToPos ( const idVec3 pos)
protected

Definition at line 1028 of file AI_events.cpp.

void idAI::Event_WaitAction ( const char *  waitForState)
protected

Definition at line 1197 of file AI_events.cpp.

void idAI::Event_WaitMove ( void  )
protected

Definition at line 1343 of file AI_events.cpp.

void idAI::Event_WakeOnFlashlight ( int  enable)
protected

Definition at line 2569 of file AI_events.cpp.

void idAI::Event_Wander ( void  )
protected

Definition at line 1160 of file AI_events.cpp.

bool idAI::FaceEnemy ( void  )
protected

Definition at line 1602 of file AI.cpp.

bool idAI::FaceEntity ( idEntity ent)
protected

Definition at line 1630 of file AI.cpp.

bool idAI::FacingIdeal ( void  )
protected

Definition at line 2519 of file AI.cpp.

bool idAI::FindPathAroundObstacles ( const idPhysics physics,
const idAAS aas,
const idEntity ignore,
const idVec3 startPos,
const idVec3 seekPos,
obstaclePath_t path 
)
static

Definition at line 925 of file AI_pathing.cpp.

idVec3 idAI::FirstVisiblePointOnPath ( const idVec3  origin,
const idVec3 target,
int  travelFlags 
) const
protected

Definition at line 3983 of file AI.cpp.

void idAI::FlyMove ( void  )
protected

Definition at line 3129 of file AI.cpp.

void idAI::FlySeekGoal ( idVec3 vel,
idVec3 goalPos 
)
protected

Definition at line 3073 of file AI.cpp.

void idAI::FlyTurn ( void  )
protected

Definition at line 3110 of file AI.cpp.

void idAI::FreeObstacleAvoidanceNodes ( void  )
static

Definition at line 999 of file AI_pathing.cpp.

bool idAI::GetAimDir ( const idVec3 firePos,
idEntity aimAtEnt,
const idEntity ignore,
idVec3 aimDir 
) const

Definition at line 4095 of file AI.cpp.

idActor * idAI::GetEnemy ( void  ) const

Definition at line 3697 of file AI.cpp.

void idAI::GetMoveDelta ( const idMat3 oldaxis,
const idMat3 axis,
idVec3 delta 
)
protected

Definition at line 2594 of file AI.cpp.

bool idAI::GetMovePos ( idVec3 seekPos)
protected

Definition at line 2278 of file AI.cpp.

void idAI::GetMuzzle ( const char *  jointname,
idVec3 muzzle,
idMat3 axis 
)
protected

Definition at line 4597 of file AI.cpp.

talkState_t idAI::GetTalkState ( void  ) const

Definition at line 3706 of file AI.cpp.

void idAI::HeardSound ( idEntity ent,
const char *  action 
)
void idAI::Hide ( void  )
protectedvirtual

Reimplemented from idActor.

Definition at line 4673 of file AI.cpp.

void idAI::InitMuzzleFlash ( void  )
protected

Definition at line 1013 of file AI.cpp.

void idAI::KickObstacles ( const idVec3 dir,
float  force,
idEntity alwaysKick 
)
protected

Definition at line 1296 of file AI.cpp.

void idAI::Killed ( idEntity inflictor,
idEntity attacker,
int  damage,
const idVec3 dir,
int  location 
)
protectedvirtual

Reimplemented from idEntity.

Definition at line 3398 of file AI.cpp.

idProjectile * idAI::LaunchProjectile ( const char *  jointname,
idEntity target,
bool  clampToAttackCone 
)
protected

Definition at line 4208 of file AI.cpp.

void idAI::LinkScriptVariables ( void  )
protected

Definition at line 1247 of file AI.cpp.

void idAI::List_f ( const idCmdArgs args)
static

Definition at line 1043 of file AI.cpp.

bool idAI::MoveDone ( void  ) const
protected

Definition at line 2116 of file AI.cpp.

bool idAI::MoveOutOfRange ( idEntity entity,
float  range 
)
protected

Definition at line 1856 of file AI.cpp.

bool idAI::MoveToAttackPosition ( idEntity ent,
int  attack_anim 
)
protected

Definition at line 1913 of file AI.cpp.

bool idAI::MoveToCover ( idEntity entity,
const idVec3 pos 
)
protected

Definition at line 2013 of file AI.cpp.

bool idAI::MoveToEnemy ( void  )
protected

Definition at line 1713 of file AI.cpp.

bool idAI::MoveToEnemyHeight ( void  )
protected

Definition at line 1687 of file AI.cpp.

bool idAI::MoveToEntity ( idEntity ent)
protected

Definition at line 1785 of file AI.cpp.

bool idAI::MoveToPosition ( const idVec3 pos)
protected

Definition at line 1965 of file AI.cpp.

bool idAI::NewWanderDir ( const idVec3 dest)
protected

Definition at line 2187 of file AI.cpp.

bool idAI::Pain ( idEntity inflictor,
idEntity attacker,
int  damage,
const idVec3 dir,
int  location 
)
protectedvirtual

Reimplemented from idActor.

Definition at line 3297 of file AI.cpp.

bool idAI::ParticlesActive ( void  )
protected
bool idAI::PathToGoal ( aasPath_t path,
int  areaNum,
const idVec3 origin,
int  goalAreaNum,
const idVec3 goalOrigin 
) const
protected

Definition at line 1474 of file AI.cpp.

void idAI::PlayChatter ( void  )
protected

Definition at line 4770 of file AI.cpp.

void idAI::PlayCinematic ( void  )
protected

Definition at line 3529 of file AI.cpp.

int idAI::PointReachableAreaNum ( const idVec3 pos,
const float  boundsScale = 2.0f 
) const
protected

Definition at line 1446 of file AI.cpp.

bool idAI::PredictPath ( const idEntity ent,
const idAAS aas,
const idVec3 start,
const idVec3 velocity,
int  totalTime,
int  frameTime,
int  stopEvent,
predictedPath_t path 
)
static

Definition at line 1120 of file AI_pathing.cpp.

bool idAI::PredictTrajectory ( const idVec3 firePos,
const idVec3 target,
float  projectileSpeed,
const idVec3 projGravity,
const idClipModel clip,
int  clipmask,
float  max_height,
const idEntity ignore,
const idEntity targetEntity,
int  drawtime,
idVec3 aimDir 
)
static

Definition at line 1439 of file AI_pathing.cpp.

void idAI::PushWithAF ( void  )
protected

Definition at line 4549 of file AI.cpp.

bool idAI::ReachedPos ( const idVec3 pos,
const moveCommand_t  moveCommand 
) const
protected

Definition at line 1418 of file AI.cpp.

int idAI::ReactionTo ( const idEntity ent)
protected

Definition at line 3256 of file AI.cpp.

void idAI::RemoveProjectile ( void  )
protected

Definition at line 4196 of file AI.cpp.

void idAI::Restore ( idRestoreGame savefile)

Definition at line 560 of file AI.cpp.

void idAI::Save ( idSaveGame savefile) const

Definition at line 416 of file AI.cpp.

void idAI::SetAAS ( void  )
protected

Definition at line 1377 of file AI.cpp.

void idAI::SetChatSound ( void  )
protected

Definition at line 4711 of file AI.cpp.

void idAI::SetEnemy ( idActor newEnemy)
protected

Definition at line 3945 of file AI.cpp.

void idAI::SetEnemyPosition ( void  )
protected

Definition at line 3778 of file AI.cpp.

void idAI::Show ( void  )
protectedvirtual

Reimplemented from idActor.

Definition at line 4691 of file AI.cpp.

void idAI::SlideMove ( void  )
protected

Definition at line 2851 of file AI.cpp.

bool idAI::SlideToPosition ( const idVec3 pos,
float  time 
)
protected

Definition at line 2062 of file AI.cpp.

void idAI::Spawn ( void  )

Definition at line 763 of file AI.cpp.

void idAI::SpawnParticles ( const char *  keyName)
protected

Definition at line 3332 of file AI.cpp.

const idDeclParticle * idAI::SpawnParticlesOnJoint ( particleEmitter_t pe,
const char *  particleName,
const char *  jointName 
)
protected

Definition at line 3361 of file AI.cpp.

void idAI::StaticMove ( void  )
protected

Definition at line 3212 of file AI.cpp.

bool idAI::StepDirection ( float  dir)
protected

Definition at line 2125 of file AI.cpp.

void idAI::StopMove ( moveStatus_t  status)
protected

Definition at line 1574 of file AI.cpp.

void idAI::TalkTo ( idActor actor)

Definition at line 3672 of file AI.cpp.

bool idAI::TestMelee ( void  ) const
protected

Definition at line 4413 of file AI.cpp.

bool idAI::TestTrajectory ( const idVec3 start,
const idVec3 end,
float  zVel,
float  gravity,
float  time,
float  max_height,
const idClipModel clip,
int  clipmask,
const idEntity ignore,
const idEntity targetEntity,
int  drawtime 
)
static

Definition at line 1350 of file AI_pathing.cpp.

void idAI::Think ( void  )
protectedvirtual

Reimplemented from idAFEntity_Base.

Definition at line 1122 of file AI.cpp.

void idAI::TouchedByFlashlight ( idActor flashlight_owner)

Definition at line 3721 of file AI.cpp.

float idAI::TravelDistance ( const idVec3 start,
const idVec3 end 
) const
protected

Definition at line 1511 of file AI.cpp.

void idAI::TriggerParticles ( const char *  jointName)
protected

Definition at line 4830 of file AI.cpp.

void idAI::TriggerWeaponEffects ( const idVec3 muzzle)
protected

Definition at line 4617 of file AI.cpp.

void idAI::Turn ( void  )
protected

Definition at line 2447 of file AI.cpp.

bool idAI::TurnToward ( float  yaw)
protected

Definition at line 2541 of file AI.cpp.

bool idAI::TurnToward ( const idVec3 pos)
protected

Definition at line 2552 of file AI.cpp.

void idAI::UpdateAIScript ( void  )
protected

Definition at line 1273 of file AI.cpp.

bool idAI::UpdateAnimationControllers ( void  )
protectedvirtual

Reimplemented from idActor.

Definition at line 4962 of file AI.cpp.

void idAI::UpdateEnemyPosition ( void  )
protected

Definition at line 3872 of file AI.cpp.

void idAI::UpdateMuzzleFlash ( void  )
protected

Definition at line 4652 of file AI.cpp.

void idAI::UpdateParticles ( void  )
protected

Definition at line 4787 of file AI.cpp.

bool idAI::WanderAround ( void  )
protected

Definition at line 2091 of file AI.cpp.

Member Data Documentation

idAAS* idAI::aas
protected

Definition at line 293 of file AI.h.

bool idAI::af_push_moveables
protected

Definition at line 335 of file AI.h.

idScriptBool idAI::AI_ACTIVATED
protected

Definition at line 432 of file AI.h.

idScriptBool idAI::AI_BLOCKED
protected

Definition at line 436 of file AI.h.

idScriptBool idAI::AI_DAMAGE
protected

Definition at line 423 of file AI.h.

idScriptBool idAI::AI_DEAD
protected

Definition at line 426 of file AI.h.

idScriptBool idAI::AI_DEST_UNREACHABLE
protected

Definition at line 438 of file AI.h.

idScriptBool idAI::AI_ENEMY_DEAD
protected

Definition at line 429 of file AI.h.

idScriptBool idAI::AI_ENEMY_IN_FOV
protected

Definition at line 428 of file AI.h.

idScriptBool idAI::AI_ENEMY_REACHABLE
protected

Definition at line 435 of file AI.h.

idScriptBool idAI::AI_ENEMY_VISIBLE
protected

Definition at line 427 of file AI.h.

idScriptBool idAI::AI_FORWARD
protected

Definition at line 433 of file AI.h.

idScriptBool idAI::AI_HIT_ENEMY
protected

Definition at line 439 of file AI.h.

idScriptBool idAI::AI_JUMP
protected

Definition at line 434 of file AI.h.

idScriptBool idAI::AI_MOVE_DONE
protected

Definition at line 430 of file AI.h.

idScriptBool idAI::AI_OBSTACLE_IN_PATH
protected

Definition at line 437 of file AI.h.

idScriptBool idAI::AI_ONGROUND
protected

Definition at line 431 of file AI.h.

idScriptBool idAI::AI_PAIN
protected

Definition at line 424 of file AI.h.

idScriptBool idAI::AI_PUSHED
protected

Definition at line 440 of file AI.h.

idScriptFloat idAI::AI_SPECIAL_DAMAGE
protected

Definition at line 425 of file AI.h.

idScriptBool idAI::AI_TALK
protected

Definition at line 422 of file AI.h.

int idAI::alignHeadTime
protected

Definition at line 370 of file AI.h.

bool idAI::allowHiddenMovement
protected

Definition at line 333 of file AI.h.

bool idAI::allowJointMod
protected

Definition at line 366 of file AI.h.

bool idAI::allowMove
protected

Definition at line 332 of file AI.h.

float idAI::anim_turn_amount
protected

Definition at line 311 of file AI.h.

float idAI::anim_turn_angles
protected

Definition at line 312 of file AI.h.

float idAI::anim_turn_yaw
protected

Definition at line 310 of file AI.h.

idStr idAI::attack
protected

Definition at line 352 of file AI.h.

int idAI::blockedAttackTime
protected

Definition at line 303 of file AI.h.

int idAI::blockedMoveTime
protected

Definition at line 302 of file AI.h.

float idAI::blockedRadius
protected

Definition at line 301 of file AI.h.

int idAI::chat_max
protected

Definition at line 357 of file AI.h.

int idAI::chat_min
protected

Definition at line 356 of file AI.h.

const idSoundShader* idAI::chat_snd
protected

Definition at line 355 of file AI.h.

int idAI::chat_time
protected

Definition at line 358 of file AI.h.

int idAI::current_cinematic
protected

Definition at line 364 of file AI.h.

float idAI::current_yaw
protected

Definition at line 307 of file AI.h.

idVec3 idAI::currentFocusPos
protected

Definition at line 368 of file AI.h.

idAngles idAI::destLookAng
protected

Definition at line 374 of file AI.h.

bool idAI::disableGravity
protected

Definition at line 334 of file AI.h.

idEntityPtr<idActor> idAI::enemy
protected

Definition at line 406 of file AI.h.

idAngles idAI::eyeAng
protected

Definition at line 372 of file AI.h.

float idAI::eyeFocusRate
protected

Definition at line 381 of file AI.h.

float idAI::eyeHorizontalOffset
protected

Definition at line 380 of file AI.h.

idAngles idAI::eyeMax
protected

Definition at line 401 of file AI.h.

idAngles idAI::eyeMin
protected

Definition at line 400 of file AI.h.

float idAI::eyeVerticalOffset
protected

Definition at line 379 of file AI.h.

jointHandle_t idAI::flashJointWorld
protected

Definition at line 395 of file AI.h.

int idAI::flashTime
protected

Definition at line 397 of file AI.h.

float idAI::fly_bob_horz
protected

Definition at line 322 of file AI.h.

float idAI::fly_bob_strength
protected

Definition at line 320 of file AI.h.

float idAI::fly_bob_vert
protected

Definition at line 321 of file AI.h.

int idAI::fly_offset
protected

Definition at line 323 of file AI.h.

float idAI::fly_pitch
protected

Definition at line 330 of file AI.h.

float idAI::fly_pitch_max
protected

Definition at line 329 of file AI.h.

float idAI::fly_pitch_scale
protected

Definition at line 328 of file AI.h.

float idAI::fly_roll
protected

Definition at line 327 of file AI.h.

float idAI::fly_roll_max
protected

Definition at line 326 of file AI.h.

float idAI::fly_roll_scale
protected

Definition at line 325 of file AI.h.

float idAI::fly_seek_scale
protected

Definition at line 324 of file AI.h.

float idAI::fly_speed
protected

Definition at line 319 of file AI.h.

jointHandle_t idAI::flyTiltJoint
protected

Definition at line 318 of file AI.h.

int idAI::focusAlignTime
protected

Definition at line 383 of file AI.h.

idEntityPtr<idEntity> idAI::focusEntity
protected

Definition at line 367 of file AI.h.

jointHandle_t idAI::focusJoint
protected

Definition at line 402 of file AI.h.

int idAI::focusTime
protected

Definition at line 369 of file AI.h.

int idAI::forceAlignHeadTime
protected

Definition at line 371 of file AI.h.

float idAI::headFocusRate
protected

Definition at line 382 of file AI.h.

float idAI::ideal_yaw
protected

Definition at line 306 of file AI.h.

bool idAI::ignore_obstacles
protected

Definition at line 300 of file AI.h.

float idAI::kickForce
protected

Definition at line 299 of file AI.h.

int idAI::lastAttackTime
protected

Definition at line 340 of file AI.h.

bool idAI::lastHitCheckResult
protected

Definition at line 338 of file AI.h.

int idAI::lastHitCheckTime
protected

Definition at line 339 of file AI.h.

idVec3 idAI::lastReachableEnemyPos
protected

Definition at line 410 of file AI.h.

idVec3 idAI::lastVisibleEnemyEyeOffset
protected

Definition at line 408 of file AI.h.

idVec3 idAI::lastVisibleEnemyPos
protected

Definition at line 407 of file AI.h.

idVec3 idAI::lastVisibleReachableEnemyPos
protected

Definition at line 409 of file AI.h.

idAngles idAI::lookAng
protected

Definition at line 373 of file AI.h.

idList<idAngles> idAI::lookJointAngles
protected

Definition at line 378 of file AI.h.

idList<jointHandle_t> idAI::lookJoints
protected

Definition at line 377 of file AI.h.

idAngles idAI::lookMax
protected

Definition at line 376 of file AI.h.

idAngles idAI::lookMin
protected

Definition at line 375 of file AI.h.

float idAI::melee_range
protected

Definition at line 341 of file AI.h.

idList<idVec3> idAI::missileLaunchOffset
protected

Definition at line 343 of file AI.h.

idMoveState idAI::move
protected

Definition at line 296 of file AI.h.

int idAI::muzzleFlashEnd
protected

Definition at line 396 of file AI.h.

int idAI::num_cinematics
protected

Definition at line 363 of file AI.h.

jointHandle_t idAI::orientationJoint
protected

Definition at line 403 of file AI.h.

idList<particleEmitter_t> idAI::particles
protected

Definition at line 391 of file AI.h.

idPhysics_Monster idAI::physicsObj
protected

Definition at line 315 of file AI.h.

idEntityPtr<idProjectile> idAI::projectile
protected

Definition at line 351 of file AI.h.

float idAI::projectile_height_to_distance_ratio
protected

Definition at line 342 of file AI.h.

idClipModel* idAI::projectileClipModel
mutableprotected

Definition at line 346 of file AI.h.

const idDict* idAI::projectileDef
protected

Definition at line 345 of file AI.h.

idVec3 idAI::projectileGravity
protected

Definition at line 350 of file AI.h.

float idAI::projectileRadius
protected

Definition at line 347 of file AI.h.

float idAI::projectileSpeed
protected

Definition at line 348 of file AI.h.

idVec3 idAI::projectileVelocity
protected

Definition at line 349 of file AI.h.

bool idAI::restartParticles
protected

Definition at line 389 of file AI.h.

idMoveState idAI::savedMove
protected

Definition at line 297 of file AI.h.

float idAI::shrivel_rate
protected

Definition at line 386 of file AI.h.

int idAI::shrivel_start
protected

Definition at line 387 of file AI.h.

talkState_t idAI::talk_state
protected

Definition at line 359 of file AI.h.

idEntityPtr<idActor> idAI::talkTarget
protected

Definition at line 360 of file AI.h.

int idAI::travelFlags
protected

Definition at line 294 of file AI.h.

float idAI::turnRate
protected

Definition at line 308 of file AI.h.

float idAI::turnVel
protected

Definition at line 309 of file AI.h.

bool idAI::useBoneAxis
protected

Definition at line 390 of file AI.h.

bool idAI::wakeOnFlashlight
protected

Definition at line 411 of file AI.h.

renderLight_t idAI::worldMuzzleFlash
protected

Definition at line 393 of file AI.h.

int idAI::worldMuzzleFlashHandle
protected

Definition at line 394 of file AI.h.


The documentation for this class was generated from the following files: