doom3-gpl
Doom 3 GPL source release
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
Public Member Functions | Private Member Functions | List of all members
idAI_Vagary Class Reference
Inheritance diagram for idAI_Vagary:
idAI idActor idAFEntity_Gibbable idAFEntity_Base idAnimatedEntity idEntity idClass

Public Member Functions

 CLASS_PROTOTYPE (idAI_Vagary)
 
- Public Member Functions inherited from idAI
 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)
 

Private Member Functions

void Event_ChooseObjectToThrow (const idVec3 &mins, const idVec3 &maxs, float speed, float minDist, float offset)
 
void Event_ThrowObjectAtEnemy (idEntity *ent, float speed)
 

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 }
 
- Static Public Member Functions inherited from idAI
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)
 
- 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
 
- Protected Member Functions inherited from idAI
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 inherited from idAI
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
 

Detailed Description

Definition at line 41 of file AI_Vagary.cpp.

Member Function Documentation

idAI_Vagary::CLASS_PROTOTYPE ( idAI_Vagary  )
END_CLASS void idAI_Vagary::Event_ChooseObjectToThrow ( const idVec3 mins,
const idVec3 maxs,
float  speed,
float  minDist,
float  offset 
)
private

Definition at line 63 of file AI_Vagary.cpp.

void idAI_Vagary::Event_ThrowObjectAtEnemy ( idEntity ent,
float  speed 
)
private

Definition at line 126 of file AI_Vagary.cpp.


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