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idAI_Vagary Member List

This is the complete list of members for idAI_Vagary, including all inherited members.

aasidAIprotected
ABSTRACT_PROTOTYPE(idEntity)idEntity
idClass::ABSTRACT_PROTOTYPE(idClass)idClass
Activate(idEntity *activator)idAIprotected
ActivatePhysics(idEntity *ent)idEntityvirtual
ActivateTargets(idEntity *activator) const idEntity
activeNodeidEntity
AddBindConstraints(void)idAFEntity_Base
AddContactEntity(idEntity *ent)idEntityvirtual
AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)idAnimatedEntityvirtual
AddFlyBob(idVec3 &vel)idAIprotected
AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)idAFEntity_Basevirtual
AddLocalDamageEffect(jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial)idAnimatedEntity
AdjustFlyHeight(idVec3 &vel, const idVec3 &goalPos)idAIprotected
AdjustFlyingAngles(void)idAIprotected
AdjustFlySpeed(idVec3 &vel)idAIprotected
afidAFEntity_Baseprotected
af_push_moveablesidAIprotected
AI_ACTIVATEDidAIprotected
AI_BLOCKEDidAIprotected
AI_DAMAGEidAIprotected
AI_DEADidAIprotected
AI_DEST_UNREACHABLEidAIprotected
AI_ENEMY_DEADidAIprotected
AI_ENEMY_IN_FOVidAIprotected
AI_ENEMY_REACHABLEidAIprotected
AI_ENEMY_VISIBLEidAIprotected
AI_FORWARDidAIprotected
AI_HIT_ENEMYidAIprotected
AI_JUMPidAIprotected
AI_MOVE_DONEidAIprotected
AI_OBSTACLE_IN_PATHidAIprotected
AI_ONGROUNDidAIprotected
AI_PAINidAIprotected
AI_PUSHEDidAIprotected
AI_SPECIAL_DAMAGEidAIprotected
AI_TALKidAIprotected
alignHeadTimeidAIprotected
allowEyeFocusidActorprotected
allowHiddenMovementidAIprotected
allowJointModidAIprotected
allowMoveidAIprotected
allowPainidActorprotected
anim_turn_amountidAIprotected
anim_turn_anglesidAIprotected
anim_turn_yawidAIprotected
animatoridAnimatedEntityprotected
AnimDone(int channel, int blendFrames) const idActor
AnimMove(void)idAIprotected
animPrefixidActorprotected
ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)idAIprotectedvirtual
Attach(idEntity *ent)idActor
attachmentsidActorprotected
attackidAIprotected
AttackMelee(const char *meleeDefName)idAIprotected
BecomeActive(int flags)idEntity
BecomeInactive(int flags)idEntity
BeginAttack(const char *name)idAIprotected
Bind(idEntity *master, bool orientated)idEntity
BindToBody(idEntity *master, int bodyId, bool orientated)idEntity
BindToJoint(idEntity *master, const char *jointname, bool orientated)idEntity
BindToJoint(idEntity *master, jointHandle_t jointnum, bool orientated)idEntity
blink_animidActorprotected
blink_maxidActorprotected
blink_minidActorprotected
blink_timeidActorprotected
blockedAttackTimeidAIprotected
BlockedFailSafe(void)idAIprotected
blockedMoveTimeidAIprotected
blockedRadiusidAIprotected
BodyForClipModelId(int id) const idAFEntity_Base
CalculateAttackOffsets(void)idAIprotected
CallSpawn(void)idClass
cameraTargetidEntity
CancelEvents(const idEventDef *ev)idClass
CanDamage(const idVec3 &origin, idVec3 &damagePoint) const idEntityvirtual
CanPlayChatterSounds(void) const idAIprotectedvirtual
CanSee(idEntity *ent, bool useFOV) const idActor
chat_maxidAIprotected
chat_minidAIprotected
chat_sndidAIprotected
chat_timeidAIprotected
CheckBlink(void)idActor
CheckDormant(void)idEntity
CheckForEnemy(void)idAIprotected
CheckFOV(const idVec3 &pos) const idActor
CheckObstacleAvoidance(const idVec3 &goalPos, idVec3 &newPos)idAIprotected
cinematicidEntity
CLASS_PROTOTYPE(idAI_Vagary)idAI_Vagary
idAI::CLASS_PROTOTYPE(idAI)idAI
idActor::CLASS_PROTOTYPE(idActor)idActor
idAFEntity_Gibbable::CLASS_PROTOTYPE(idAFEntity_Gibbable)idAFEntity_Gibbable
idAFEntity_Base::CLASS_PROTOTYPE(idAFEntity_Base)idAFEntity_Base
idAnimatedEntity::CLASS_PROTOTYPE(idAnimatedEntity)idAnimatedEntity
ClearEnemy(void)idAIprotected
ClearPain(void)idActor
ClearPVSAreas(void)idEntity
ClearSignal(idThread *thread, signalNum_t signalnum)idEntity
ClearSignalThread(signalNum_t signalnum, idThread *thread)idEntity
ClientPredictionThink(void)idAnimatedEntityvirtual
ClientReceiveEvent(int event, int time, const idBitMsg &msg)idAnimatedEntityvirtual
ClientSendEvent(int eventId, const idBitMsg *msg) const idEntity
ClosestEnemyToPoint(const idVec3 &pos)idActor
Collide(const trace_t &collision, const idVec3 &velocity)idAFEntity_Basevirtual
combatModelidAFEntity_Baseprotected
combatModelContentsidAFEntity_Baseprotected
ConstructScriptObject(void)idActorvirtual
ConvertLocalToWorldTransform(idVec3 &offset, idMat3 &axis)idEntity
copyJointsidActorprotected
CopyJointsFromBodyToHead(void)idActorprotected
CreateInstance(const char *name)idClassstatic
CreateProjectile(const idVec3 &pos, const idVec3 &dir)idAIprotected
CreateProjectileClipModel(void) const idAIprotected
current_cinematicidAIprotected
current_yawidAIprotected
currentFocusPosidAIprotected
Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)idActorvirtual
damageEffectsidAnimatedEntityprotected
DamageFeedback(idEntity *victim, idEntity *inflictor, int &damage)idAIprotectedvirtual
damageGroupsidActorprotected
damageScaleidActorprotected
DeadMove(void)idAIprotected
DeconstructScriptObject(void)idEntityvirtual
deltaViewAnglesidActorprotected
destLookAngidAIprotected
DirectDamage(const char *meleeDefName, idEntity *ent)idAIprotected
DirectMoveToPosition(const idVec3 &pos)idAIprotected
disableGravityidAIprotected
DisplayInfo_f(const idCmdArgs &args)idClassstatic
DormantBegin(void)idAIprotectedvirtual
DormantEnd(void)idAIprotectedvirtual
dormantStartidEntity
DrawRoute(void) const idAIprotected
DropAFs(idEntity *ent, const char *type, idList< idEntity * > *list)idAFEntity_Basestatic
EndAttack(void)idAIprotected
enemyidAIprotected
EnemyDead(void)idAIprotected
enemyListidActor
enemyNodeidActor
EnemyPositionValid(void) const idAIprotected
EnemyWithMostHealth()idActor
EntityCanSeePos(idActor *actor, const idVec3 &actorOrigin, const idVec3 &pos)idAIprotected
entityDefNumberidEntity
entityNumberidEntity
Event_Activate(idEntity *activator)idAIprotected
EVENT_ADD_DAMAGE_EFFECT enum valueidAnimatedEntity
Event_AllowDamage(void)idAIprotected
Event_AllowHiddenMovement(int enable)idAIprotected
Event_AllowMovement(float flag)idAIprotected
Event_AnimTurn(float angles)idAIprotected
Event_AttackMelee(const char *meleeDefName)idAIprotected
Event_AttackMissile(const char *jointname)idAIprotected
Event_BecomeNonSolid(void)idAIprotected
Event_BecomeRagdoll(void)idAIprotected
Event_BecomeSolid(void)idAIprotected
Event_BeginAttack(const char *name)idAIprotected
Event_Burn(void)idAIprotected
Event_CanBecomeSolid(void)idAIprotected
Event_CanHitEnemy(void)idAIprotected
Event_CanHitEnemyFromAnim(const char *animname)idAIprotected
Event_CanHitEnemyFromJoint(const char *jointname)idAIprotected
Event_CanReachEnemy(void)idAIprotected
Event_CanReachEntity(idEntity *ent)idAIprotected
Event_CanReachPosition(const idVec3 &pos)idAIprotected
Event_CanSeeEntity(idEntity *ent)idAIprotected
Event_ChargeAttack(const char *damageDef)idAIprotected
Event_ChooseObjectToThrow(const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset)idAI_Vagaryprivate
Event_ClearBurn(void)idAIprotected
Event_ClearEnemy(void)idAIprotected
Event_ClearFlyOffset(void)idAIprotected
Event_ClosestReachableEnemyOfEntity(idEntity *team_mate)idAIprotected
Event_CreateMissile(const char *jointname)idAIprotected
Event_DirectDamage(idEntity *damageTarget, const char *damageDefName)idAIprotected
Event_DisableAFPush(void)idAIprotected
Event_DisableClip(void)idAIprotected
Event_DisableGravity(void)idAIprotected
Event_EnableAFPush(void)idAIprotected
Event_EnableClip(void)idAIprotected
Event_EnableGravity(void)idAIprotected
Event_EndAttack(void)idAIprotected
Event_EnemyInCombatCone(idEntity *ent, int use_current_enemy_location)idAIprotected
Event_EnemyPositionValid(void)idAIprotected
Event_EnemyRange(void)idAIprotected
Event_EnemyRange2D(void)idAIprotected
Event_EntityInAttackCone(idEntity *ent)idAIprotected
Event_FaceEnemy(void)idAIprotected
Event_FaceEntity(idEntity *ent)idAIprotected
Event_FacingIdeal(void)idAIprotected
Event_FindActorsInBounds(const idVec3 &mins, const idVec3 &maxs)idAIprotected
Event_FindEnemy(int useFOV)idAIprotected
Event_FindEnemyAI(int useFOV)idAIprotected
Event_FindEnemyInCombatNodes(void)idAIprotected
Event_FireMissileAtTarget(const char *jointname, const char *targetname)idAIprotected
Event_GetAngles(void)idAIprotected
Event_GetClosestHiddenTarget(const char *type)idAIprotected
Event_GetCombatNode(void)idAIprotected
Event_GetCurrentYaw(void)idAIprotected
Event_GetEnemy(void)idAIprotected
Event_GetEnemyEyePos(void)idAIprotected
Event_GetEnemyPos(void)idAIprotected
Event_GetHealth(void)idAIprotected
Event_GetJumpVelocity(const idVec3 &pos, float speed, float max_height)idAIprotected
Event_GetMoveType(void)idAIprotected
Event_GetObstacle(void)idAIprotected
Event_GetRandomTarget(const char *type)idAIprotected
Event_GetReachableEntityPosition(idEntity *ent)idAIprotected
Event_GetTalkTarget(void)idAIprotected
Event_GetTurnDelta(void)idAIprotected
Event_GetTurnRate(void)idAIprotected
Event_Gib(const char *damageDefName)idAFEntity_Gibbableprotected
Event_HeardSound(int ignore_team)idAIprotected
Event_IgnoreDamage(void)idAIprotected
Event_JumpFrame(void)idAIprotected
Event_KickObstacles(idEntity *kickEnt, float force)idAIprotected
Event_Kill(void)idAIprotected
Event_LaunchMissile(const idVec3 &muzzle, const idAngles &ang)idAIprotected
Event_LocateEnemy(void)idAIprotected
Event_LookAtEnemy(float duration)idAIprotected
Event_LookAtEntity(idEntity *ent, float duration)idAIprotected
EVENT_MAXEVENTS enum valueidAnimatedEntity
Event_MeleeAttackToJoint(const char *jointname, const char *meleeDefName)idAIprotected
Event_MoveOutOfRange(idEntity *entity, float range)idAIprotected
Event_MoveStatus(void)idAIprotected
Event_MoveToAttackPosition(idEntity *entity, const char *attack_anim)idAIprotected
Event_MoveToCover(void)idAIprotected
Event_MoveToEnemy(void)idAIprotected
Event_MoveToEnemyHeight(void)idAIprotected
Event_MoveToEntity(idEntity *ent)idAIprotected
Event_MoveToPosition(const idVec3 &pos)idAIprotected
Event_MuzzleFlash(const char *jointname)idAIprotected
Event_NumSmokeEmitters(void)idAIprotected
Event_PreBurn(void)idAIprotected
Event_PredictEnemyPos(float time)idAIprotected
Event_PushPointIntoAAS(const idVec3 &pos)idAIprotected
Event_RadiusDamageFromJoint(const char *jointname, const char *damageDefName)idAIprotected
Event_RandomPath(void)idAIprotected
Event_RealKill(void)idAIprotected
Event_Remove(void)idClass
Event_RestoreMove(void)idAIprotected
Event_SaveMove(void)idAIprotected
Event_SetAngles(idAngles const &ang)idAIprotected
Event_SetConstraintPosition(const char *name, const idVec3 &pos)idAFEntity_Baseprotected
Event_SetEnemy(idEntity *ent)idAIprotected
Event_SetFlyOffset(int offset)idAIprotected
Event_SetFlySpeed(float speed)idAIprotected
Event_SetHealth(float newHealth)idAIprotected
Event_SetJointMod(int allowJointMod)idAIprotected
Event_SetMoveType(int moveType)idAIprotected
Event_SetSmokeVisibility(int num, int on)idAIprotected
Event_SetTalkState(int state)idAIprotected
Event_SetTalkTarget(idEntity *target)idAIprotected
Event_SetTurnRate(float rate)idAIprotected
Event_Shrivel(float shirvel_time)idAIprotected
Event_SlideTo(const idVec3 &pos, float time)idAIprotected
EVENT_STARTSOUNDSHADER enum valueidEntity
Event_StopMove(void)idAIprotected
Event_StopRagdoll(void)idAIprotected
EVENT_STOPSOUNDSHADER enum valueidEntity
Event_StopThinking(void)idAIprotected
Event_TestAnimAttack(const char *animname)idAIprotected
Event_TestAnimMove(const char *animname)idAIprotected
Event_TestAnimMoveTowardEnemy(const char *animname)idAIprotected
Event_TestChargeAttack(void)idAIprotected
Event_TestMeleeAttack(void)idAIprotected
Event_TestMoveToPosition(const idVec3 &position)idAIprotected
Event_ThrowAF(void)idAIprotected
Event_ThrowMoveable(void)idAIprotected
Event_ThrowObjectAtEnemy(idEntity *ent, float speed)idAI_Vagaryprivate
Event_Touch(idEntity *other, trace_t *trace)idAIprotected
Event_TravelDistanceBetweenEntities(idEntity *source, idEntity *dest)idAIprotected
Event_TravelDistanceBetweenPoints(const idVec3 &source, const idVec3 &dest)idAIprotected
Event_TravelDistanceToEntity(idEntity *ent)idAIprotected
Event_TravelDistanceToPoint(const idVec3 &pos)idAIprotected
Event_TriggerParticles(const char *jointName)idAIprotected
Event_TurnTo(float angle)idAIprotected
Event_TurnToEntity(idEntity *ent)idAIprotected
Event_TurnToPos(const idVec3 &pos)idAIprotected
Event_WaitAction(const char *waitForState)idAIprotected
Event_WaitMove(void)idAIprotected
Event_WakeOnFlashlight(int enable)idAIprotected
Event_Wander(void)idAIprotected
eyeAngidAIprotected
eyeFocusRateidAIprotected
EyeHeight(void) const idActor
eyeHorizontalOffsetidAIprotected
eyeMaxidAIprotected
eyeMinidAIprotected
eyeOffsetidActorprotected
EyeOffset(void) const idActor
eyeVerticalOffsetidAIprotected
FaceEnemy(void)idAIprotected
FaceEntity(idEntity *ent)idAIprotected
FacingIdeal(void)idAIprotected
finalBossidActorprotected
FindPathAroundObstacles(const idPhysics *physics, const idAAS *aas, const idEntity *ignore, const idVec3 &startPos, const idVec3 &seekPos, obstaclePath_t &path)idAIstatic
FindTargets(void)idEntity
FindUninitializedMemory(void)idClass
FirstVisiblePointOnPath(const idVec3 origin, const idVec3 &target, int travelFlags) const idAIprotected
flidEntity
flashJointWorldidAIprotected
flashTimeidAIprotected
fly_bob_horzidAIprotected
fly_bob_strengthidAIprotected
fly_bob_vertidAIprotected
fly_offsetidAIprotected
fly_pitchidAIprotected
fly_pitch_maxidAIprotected
fly_pitch_scaleidAIprotected
fly_rollidAIprotected
fly_roll_maxidAIprotected
fly_roll_scaleidAIprotected
fly_seek_scaleidAIprotected
fly_speedidAIprotected
FlyMove(void)idAIprotected
FlySeekGoal(idVec3 &vel, idVec3 &goalPos)idAIprotected
flyTiltJointidAIprotected
FlyTurn(void)idAIprotected
focusAlignTimeidAIprotected
focusEntityidAIprotected
focusJointidAIprotected
focusTimeidAIprotected
forceAlignHeadTimeidAIprotected
fovDotidActorprotected
FreeLightDef(void)idEntityvirtual
FreeModelDef(void)idAFEntity_Basevirtual
FreeObstacleAvoidanceNodes(void)idAIstatic
FreeSoundEmitter(bool immediate)idEntity
GetAASLocation(idAAS *aas, idVec3 &pos, int &areaNum) const idActorvirtual
GetAFName(void) const idAFEntity_Baseinline
GetAFPhysics(void)idAFEntity_Baseinline
GetAIAimTargets(const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)idActorvirtual
GetAimDir(const idVec3 &firePos, idEntity *aimAtEnt, const idEntity *ignore, idVec3 &aimDir) const idAI
GetAnim(int channel, const char *name)idActor
GetAnimator(void)idAnimatedEntityvirtual
GetAnimState(int channel) const idActor
GetBindBody(void) const idEntity
GetBindJoint(void) const idEntity
GetBindMaster(void) const idEntity
GetClass(const char *name)idClassstatic
GetClassname(void) const idClass
GetColor(idVec3 &out) const idEntityvirtual
GetColor(idVec4 &out) const idEntityvirtual
GetCombatModel(void) const idActor
GetDamageForLocation(int damage, int location)idActor
GetDamageGroup(int location)idActor
GetDefaultSurfaceType(void) const idActorvirtual
GetDeltaViewAngles(void) const idActor
GetEnemy(void) const idAI
GetEntityDefName(void) const idEntity
GetEyePosition(void) const idActor
GetFloorPos(float max_dist, idVec3 &floorpos) const idEntity
GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)idAFEntity_Basevirtual
GetJointTransformForAnim(jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis) const idAnimatedEntity
GetJointWorldTransform(jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis)idAnimatedEntity
GetListenerId(void) const idEntity
GetLocalCoordinates(const idVec3 &vec) const idEntity
GetLocalVector(const idVec3 &vec) const idEntity
GetMasterPosition(idVec3 &masterOrigin, idMat3 &masterAxis) const idEntity
GetModelDefHandle(void)idEntityvirtual
GetMoveDelta(const idMat3 &oldaxis, const idMat3 &axis, idVec3 &delta)idAIprotected
GetMovePos(idVec3 &seekPos)idAIprotected
GetMuzzle(const char *jointname, idVec3 &muzzle, idMat3 &axis)idAIprotected
GetName(void) const idEntity
GetNextTeamEntity(void) const idEntity
GetNumPVSAreas(void)idEntity
GetNumTypes(void)idClassinlinestatic
GetPhysics(void) const idEntity
GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)idActorvirtual
GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)idActorvirtual
GetPVSAreas(void)idEntity
GetRenderEntity(void)idEntityvirtual
GetRenderView()idActorvirtual
GetRestStartTime(void) const idEntityvirtual
GetScriptFunction(const char *funcname)idActor
GetSkin(void) const idEntity
GetSoundEmitter(void) const idEntity
GetSpline(void) const idEntity
GetSuperclass(void) const idClass
GetTalkState(void) const idAI
GetTeamMaster(void) const idEntity
GetType(int num)idClassstatic
GetTypeNumBits(void)idClassinlinestatic
GetViewPos(idVec3 &origin, idMat3 &axis) const idActorvirtual
GetWorldCoordinates(const idVec3 &vec) const idEntity
GetWorldVector(const idVec3 &vec) const idEntity
GetWorldVelocities(idVec3 &linearVelocity, idVec3 &angularVelocity) const idEntity
Gib(const idVec3 &dir, const char *damageDefName)idActorprotectedvirtual
gibbedidAFEntity_Gibbableprotected
HandleGuiCommands(idEntity *entityGui, const char *cmds)idEntity
HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)idEntityvirtual
HasEnemies(void) const idActor
HasSignal(signalNum_t signalnum) const idEntity
headidActorprotected
headAnimidActorprotected
headFocusRateidAIprotected
healthidEntity
HeardSound(idEntity *ent, const char *action)idAI
Hide(void)idAIprotectedvirtual
idActor(void)idActor
idAFEntity_Base(void)idAFEntity_Base
idAFEntity_Gibbable(void)idAFEntity_Gibbable
idAI()idAI
idAnimatedEntity()idAnimatedEntity
ideal_yawidAIprotected
idealStateidActorprotected
idEntity()idEntity
ignore_obstaclesidAIprotected
InAnimState(int channel, const char *name) const idActor
Init(void)idClassstatic
InitMuzzleFlash(void)idAIprotected
InitSkeletonModel(void)idAFEntity_Gibbableprotected
IsActive(void) const idEntity
IsActiveAF(void) const idAFEntity_Baseinline
IsAtRest(void) const idEntityvirtual
IsBound(void) const idEntity
IsBoundTo(idEntity *master) const idEntity
IsHidden(void) const idEntity
IsType(const idTypeInfo &c) const idClass
JoinTeam(idEntity *teammember)idEntity
kickForceidAIprotected
KickObstacles(const idVec3 &dir, float force, idEntity *alwaysKick)idAIprotected
Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idAIprotectedvirtual
lastAttackTimeidAIprotected
lastHitCheckResultidAIprotected
lastHitCheckTimeidAIprotected
lastReachableEnemyPosidAIprotected
lastVisibleEnemyEyeOffsetidAIprotected
lastVisibleEnemyPosidAIprotected
lastVisibleReachableEnemyPosidAIprotected
LaunchProjectile(const char *jointname, idEntity *target, bool clampToAttackCone)idAIprotected
leftEyeJointidActorprotected
legsAnimidActorprotected
LinkCombat(void)idActorvirtual
LinkScriptVariables(void)idAIprotected
List_f(const idCmdArgs &args)idAIstatic
ListClasses_f(const idCmdArgs &args)idClassstatic
LoadAF(void)idActorvirtual
LoadState(const idDict &args)idAFEntity_Base
lookAngidAIprotected
lookJointAnglesidAIprotected
lookJointsidAIprotected
lookMaxidAIprotected
lookMinidAIprotected
MAX_PVS_AREASidEntitystatic
melee_rangeidAIprotected
missileLaunchOffsetidAIprotected
ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)idEntitystatic
modelDefHandleidEntityprotected
modelOffsetidActorprotected
moveidAIprotected
MoveDone(void) const idAIprotected
MoveOutOfRange(idEntity *entity, float range)idAIprotected
MoveToAttackPosition(idEntity *ent, int attack_anim)idAIprotected
MoveToCover(idEntity *entity, const idVec3 &pos)idAIprotected
MoveToEnemy(void)idAIprotected
MoveToEnemyHeight(void)idAIprotected
MoveToEntity(idEntity *ent)idAIprotected
MoveToPosition(const idVec3 &pos)idAIprotected
muzzleFlashEndidAIprotected
nameidEntity
NewWanderDir(const idVec3 &dest)idAIprotected
nextSoundTimeidAFEntity_Baseprotected
num_cinematicsidAIprotected
OnLadder(void) const idActorvirtual
operator delete(void *)idClass
operator delete(void *, int, int, char *, int)idClass
operator new(size_t)idClass
operator new(size_t s, int, int, char *, int)idClass
orientationJointidAIprotected
Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idAIprotectedvirtual
pain_debounce_timeidActorprotected
pain_delayidActorprotected
pain_thresholdidActorprotected
painAnimidActorprotected
painTimeidActorprotected
particlesidAIprotected
ParticlesActive(void)idAIprotected
PathToGoal(aasPath_t &path, int areaNum, const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin) const idAIprotected
physicsObjidAIprotected
PhysicsTeamInPVS(pvsHandle_t pvsHandle)idEntity
PlayChatter(void)idAIprotected
PlayCinematic(void)idAIprotected
PointReachableAreaNum(const idVec3 &pos, const float boundsScale=2.0f) const idAIprotected
PointVisible(const idVec3 &point) const idActor
PostBind(void)idEntityvirtual
PostEventMS(const idEventDef *ev, int time)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
PostEventSec(const idEventDef *ev, float time)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
PostUnbind(void)idEntityvirtual
PreBind(void)idEntityvirtual
PredictPath(const idEntity *ent, const idAAS *aas, const idVec3 &start, const idVec3 &velocity, int totalTime, int frameTime, int stopEvent, predictedPath_t &path)idAIstatic
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)idAIstatic
Present(void)idAFEntity_Gibbablevirtual
PreUnbind(void)idEntityvirtual
ProcessEvent(const idEventDef *ev)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
ProcessEventArgPtr(const idEventDef *ev, int *data)idClass
projectileidAIprotected
projectile_height_to_distance_ratioidAIprotected
projectileClipModelidAImutableprotected
projectileDefidAIprotected
projectileGravityidAIprotected
projectileRadiusidAIprotected
projectileSpeedidAIprotected
projectileVelocityidAIprotected
ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idActorvirtual
PushWithAF(void)idAIprotected
rankidActor
ReachedPos(const idVec3 &pos, const moveCommand_t moveCommand) const idAIprotected
ReactionTo(const idEntity *ent)idAIprotected
ReadBindFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadColorFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadFromSnapshot(const idBitMsgDelta &msg)idEntityvirtual
ReadGUIFromSnapshot(const idBitMsgDelta &msg)idEntity
refSoundidEntityprotected
RemoveAttachments(void)idActorprotected
RemoveBindConstraints(void)idAFEntity_Base
RemoveContactEntity(idEntity *ent)idEntityvirtual
RemoveNullTargets(void)idEntity
RemoveProjectile(void)idAIprotected
renderEntityidEntityprotected
renderViewidEntity
RespondsTo(const idEventDef &ev) const idClass
Restart(void)idActorvirtual
restartParticlesidAIprotected
Restore(idRestoreGame *savefile)idAI
RestorePhysics(idPhysics *phys)idEntity
rightEyeJointidActorprotected
RunPhysics(void)idEntity
Save(idSaveGame *savefile) const idAI
savedMoveidAIprotected
SaveState(idDict &args) const idAFEntity_Base
scriptObjectidEntity
scriptThreadidActorprotected
ServerReceiveEvent(int event, int time, const idBitMsg &msg)idEntityvirtual
ServerSendEvent(int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient) const idEntity
SetAAS(void)idAIprotected
SetAngles(const idAngles &ang)idEntity
SetAnimState(int channel, const char *name, int blendFrames)idActor
SetAxis(const idMat3 &axis)idEntity
SetChatSound(void)idAIprotected
SetColor(float red, float green, float blue)idEntityvirtual
SetColor(const idVec3 &color)idEntityvirtual
SetColor(const idVec4 &color)idEntityvirtual
SetCombatContents(bool enable)idAFEntity_Base
SetCombatModel(void)idActor
SetDeltaViewAngles(const idAngles &delta)idActor
SetEnemy(idActor *newEnemy)idAIprotected
SetEnemyPosition(void)idAIprotected
SetEyeHeight(float height)idActor
SetFOV(float fov)idActor
SetModel(const char *modelname)idAnimatedEntityvirtual
SetName(const char *name)idEntity
SetOrigin(const idVec3 &org)idEntity
SetPhysics(idPhysics *phys)idEntity
SetShaderParm(int parmnum, float value)idEntity
SetSignal(signalNum_t signalnum, idThread *thread, const function_t *function)idEntity
SetSkin(const idDeclSkin *skin)idEntity
SetSoundVolume(float volume)idEntity
SetState(const function_t *newState)idActor
SetState(const char *statename)idActor
SetupBody(void)idActor
SetupDamageGroups(void)idActor
SetWaitState(const char *_waitstate)idActor
ShouldConstructScriptObjectAtSpawn(void) const idActorvirtual
Show(void)idAIprotectedvirtual
ShowEditingDialog(void)idAFEntity_Basevirtual
shrivel_rateidAIprotected
shrivel_startidAIprotected
Shutdown(void)idClassstatic
ShutdownThreads(void)idActor
Signal(signalNum_t signalnum)idEntity
SignalEvent(idThread *thread, signalNum_t signalnum)idEntity
skeletonModelidAFEntity_Gibbableprotected
skeletonModelDefHandleidAFEntity_Gibbableprotected
SlideMove(void)idAIprotected
SlideToPosition(const idVec3 &pos, float time)idAIprotected
snapshotBitsidEntity
snapshotNodeidEntity
snapshotSequenceidEntity
soundJointidActorprotected
Spawn(void)idAI
spawnArgsidEntity
spawnAxisidAFEntity_Baseprotected
SpawnGibs(const idVec3 &dir, const char *damageDefName)idActorvirtual
spawnNodeidEntity
spawnOriginidAFEntity_Baseprotected
SpawnParticles(const char *keyName)idAIprotected
SpawnParticlesOnJoint(particleEmitter_t &pe, const char *particleName, const char *jointName)idAIprotected
StartRagdoll(void)idActor
StartSound(const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
StartSoundShader(const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
stateidActorprotected
StaticMove(void)idAIprotected
StepDirection(float dir)idAIprotected
StopMove(moveStatus_t status)idAIprotected
StopRagdoll(void)idActor
StopSound(const s_channelType channel, bool broadcast)idEntity
talk_stateidAIprotected
talkTargetidAIprotected
TalkTo(idActor *actor)idAI
targetsidEntity
teamidActor
Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)idActorvirtual
TestMelee(void) const idAIprotected
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)idAIstatic
Think(void)idAIprotectedvirtual
thinkFlagsidEntity
torsoAnimidActorprotected
TouchedByFlashlight(idActor *flashlight_owner)idAI
TouchTriggers(void) const idEntity
TravelDistance(const idVec3 &start, const idVec3 &end) const idAIprotected
travelFlagsidAIprotected
TriggerGuis(void)idEntity
TriggerParticles(const char *jointName)idAIprotected
TriggerWeaponEffects(const idVec3 &muzzle)idAIprotected
Turn(void)idAIprotected
turnRateidAIprotected
TurnToward(float yaw)idAIprotected
TurnToward(const idVec3 &pos)idAIprotected
turnVelidAIprotected
Unbind(void)idEntity
UnlinkCombat(void)idActorvirtual
UpdateAIScript(void)idAIprotected
UpdateAnimation(void)idAnimatedEntity
UpdateAnimationControllers(void)idAIprotectedvirtual
UpdateAnimState(void)idActor
UpdateChangeableSpawnArgs(const idDict *source)idEntityvirtual
UpdateDamageEffects(void)idAnimatedEntity
UpdateEnemyPosition(void)idAIprotected
UpdateModel(void)idEntity
UpdateModelTransform(void)idEntity
UpdateMuzzleFlash(void)idAIprotected
UpdateParticles(void)idAIprotected
UpdatePVSAreas(const idVec3 &pos)idEntity
UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView)idEntity
UpdateScript(void)idActor
UpdateSound(void)idEntity
UpdateVisuals(void)idEntity
use_combat_bboxidActorprotected
useBoneAxisidAIprotected
viewAxisidActor
waitStateidActorprotected
WaitState(void) const idActor
wakeOnFlashlightidAIprotected
walkIKidActorprotected
WanderAround(void)idAIprotected
worldMuzzleFlashidAIprotected
worldMuzzleFlashHandleidAIprotected
WriteBindToSnapshot(idBitMsgDelta &msg) const idEntity
WriteColorToSnapshot(idBitMsgDelta &msg) const idEntity
WriteGUIToSnapshot(idBitMsgDelta &msg) const idEntity
WriteToSnapshot(idBitMsgDelta &msg) const idEntityvirtual
~idActor(void)idActorvirtual
~idAFEntity_Base(void)idAFEntity_Basevirtual
~idAFEntity_Gibbable(void)idAFEntity_Gibbable
~idAI()idAI
~idAnimatedEntity()idAnimatedEntity
~idClass()idClassvirtual
~idEntity()idEntity