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idActor Member List

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

ABSTRACT_PROTOTYPE(idEntity)idEntity
idClass::ABSTRACT_PROTOTYPE(idClass)idClass
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
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
afidAFEntity_Baseprotected
allowEyeFocusidActorprotected
allowPainidActorprotected
animatoridAnimatedEntityprotected
AnimDone(int channel, int blendFrames) const idActor
animPrefixidActorprotected
ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)idAFEntity_Basevirtual
Attach(idEntity *ent)idActor
attachmentsidActorprotected
BecomeActive(int flags)idEntity
BecomeInactive(int flags)idEntity
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
BodyForClipModelId(int id) const idAFEntity_Base
CallSpawn(void)idClass
cameraTargetidEntity
CancelEvents(const idEventDef *ev)idClass
CanDamage(const idVec3 &origin, idVec3 &damagePoint) const idEntityvirtual
CanPlayChatterSounds(void) const idEntityvirtual
CanSee(idEntity *ent, bool useFOV) const idActor
CheckBlink(void)idActor
CheckDormant(void)idEntity
CheckFOV(const idVec3 &pos) const idActor
cinematicidEntity
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
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
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)idEntityvirtual
damageGroupsidActorprotected
damageScaleidActorprotected
DeconstructScriptObject(void)idEntityvirtual
deltaViewAnglesidActorprotected
DisplayInfo_f(const idCmdArgs &args)idClassstatic
DormantBegin(void)idEntityvirtual
DormantEnd(void)idEntityvirtual
dormantStartidEntity
DropAFs(idEntity *ent, const char *type, idList< idEntity * > *list)idAFEntity_Basestatic
enemyListidActor
enemyNodeidActor
EnemyWithMostHealth()idActor
entityDefNumberidEntity
entityNumberidEntity
EVENT_ADD_DAMAGE_EFFECT enum valueidAnimatedEntity
Event_AnimDistance(int channel, const char *animname)idActorprivate
Event_AnimDone(int channel, int blendFrames)idActorprivate
Event_AnimLength(int channel, const char *animname)idActorprivate
Event_AnimState(int channel, const char *name, int blendFrames)idActorprivate
Event_CheckAnim(int channel, const char *animname)idActorprivate
Event_ChooseAnim(int channel, const char *animname)idActorprivate
Event_ClosestEnemyToPoint(const idVec3 &pos)idActorprivate
Event_DisableEyeFocus(void)idActorprivate
Event_DisableLegIK(int num)idActorprivate
Event_DisablePain(void)idActorprivate
Event_DisableWalkIK(void)idActorprivate
Event_EnableAnim(int channel, int blendFrames)idActorprivate
Event_EnableEyeFocus(void)idActorprivate
Event_EnableLegIK(int num)idActorprivate
Event_EnablePain(void)idActorprivate
Event_EnableWalkIK(void)idActorprivate
Event_FinishAction(const char *name)idActorprivate
Event_Footstep(void)idActorprivate
Event_GetAnimState(int channel)idActorprivate
Event_GetBlendFrames(int channel)idActorprivate
Event_GetHead(void)idActorprivate
Event_GetPainAnim(void)idActorprivate
Event_GetState(void)idActorprivate
Event_Gib(const char *damageDefName)idAFEntity_Gibbableprotected
Event_HasAnim(int channel, const char *name)idActorprivate
Event_HasEnemies(void)idActorprivate
Event_IdleAnim(int channel, const char *name)idActorprivate
Event_InAnimState(int channel, const char *name)idActorprivate
Event_LookAtEntity(idEntity *ent, float duration)idActorprivate
EVENT_MAXEVENTS enum valueidAnimatedEntity
Event_NextEnemy(idEntity *ent)idActorprivate
Event_OverrideAnim(int channel)idActorprivate
Event_PlayAnim(int channel, const char *name)idActorprivate
Event_PlayCycle(int channel, const char *name)idActorprivate
Event_PreventPain(float duration)idActorprivate
Event_Remove(void)idClass
Event_SetAnimPrefix(const char *name)idActorprivate
Event_SetBlendFrames(int channel, int blendFrames)idActorprivate
Event_SetConstraintPosition(const char *name, const idVec3 &pos)idAFEntity_Baseprotected
Event_SetNextState(const char *name)idActorprivate
Event_SetState(const char *name)idActorprivate
Event_SetSyncedAnimWeight(int channel, int anim, float weight)idActorprivate
EVENT_STARTSOUNDSHADER enum valueidEntity
Event_StopAnim(int channel, int frames)idActorprivate
Event_StopSound(int channel, int netsync)idActorprivate
EVENT_STOPSOUNDSHADER enum valueidEntity
EyeHeight(void) const idActor
EyeOffset(void) const idActor
eyeOffsetidActorprotected
finalBossidActorprotected
FindTargets(void)idEntity
FindUninitializedMemory(void)idClass
FinishSetup(void)idActorprivate
flidEntity
fovDotidActorprotected
FreeLightDef(void)idEntityvirtual
FreeModelDef(void)idAFEntity_Basevirtual
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
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
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
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
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
healthidEntity
Hide(void)idActorvirtual
idActor(void)idActor
idAFEntity_Base(void)idAFEntity_Base
idAFEntity_Gibbable(void)idAFEntity_Gibbable
idAnimatedEntity()idAnimatedEntity
idAnimState classidActorfriend
idealStateidActorprotected
idEntity()idEntity
InAnimState(int channel, const char *name) const idActor
Init(void)idClassstatic
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
Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idEntityvirtual
leftEyeJointidActorprotected
legsAnimidActorprotected
LinkCombat(void)idActorvirtual
ListClasses_f(const idCmdArgs &args)idClassstatic
LoadAF(void)idActorvirtual
LoadState(const idDict &args)idAFEntity_Base
MAX_PVS_AREASidEntitystatic
ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)idEntitystatic
modelDefHandleidEntityprotected
modelOffsetidActorprotected
nameidEntity
nextSoundTimeidAFEntity_Baseprotected
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
Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idActorvirtual
pain_debounce_timeidActorprotected
pain_delayidActorprotected
pain_thresholdidActorprotected
painAnimidActorprotected
painTimeidActorprotected
PhysicsTeamInPVS(pvsHandle_t pvsHandle)idEntity
PlayFootStepSound(void)idActorprivate
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
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
ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idActorvirtual
rankidActor
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
renderEntityidEntityprotected
renderViewidEntity
RespondsTo(const idEventDef &ev) const idClass
Restart(void)idActorvirtual
Restore(idRestoreGame *savefile)idActor
RestorePhysics(idPhysics *phys)idEntity
rightEyeJointidActorprotected
RunPhysics(void)idEntity
Save(idSaveGame *savefile) const idActor
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
SetAngles(const idAngles &ang)idEntity
SetAnimState(int channel, const char *name, int blendFrames)idActor
SetAxis(const idMat3 &axis)idEntity
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
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
SetupHead(void)idActorprivate
SetWaitState(const char *_waitstate)idActor
ShouldConstructScriptObjectAtSpawn(void) const idActorvirtual
Show(void)idActorvirtual
ShowEditingDialog(void)idAFEntity_Basevirtual
Shutdown(void)idClassstatic
ShutdownThreads(void)idActor
Signal(signalNum_t signalnum)idEntity
SignalEvent(idThread *thread, signalNum_t signalnum)idEntity
skeletonModelidAFEntity_Gibbableprotected
skeletonModelDefHandleidAFEntity_Gibbableprotected
snapshotBitsidEntity
snapshotNodeidEntity
snapshotSequenceidEntity
soundJointidActorprotected
Spawn(void)idActor
spawnArgsidEntity
spawnAxisidAFEntity_Baseprotected
SpawnGibs(const idVec3 &dir, const char *damageDefName)idActorvirtual
spawnNodeidEntity
spawnOriginidAFEntity_Baseprotected
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
StopRagdoll(void)idActor
StopSound(const s_channelType channel, bool broadcast)idEntity
SyncAnimChannels(int channel, int syncToChannel, int blendFrames)idActorprivate
targetsidEntity
teamidActor
Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)idActorvirtual
Think(void)idAFEntity_Basevirtual
thinkFlagsidEntity
torsoAnimidActorprotected
TouchTriggers(void) const idEntity
TriggerGuis(void)idEntity
Unbind(void)idEntity
UnlinkCombat(void)idActorvirtual
UpdateAnimation(void)idAnimatedEntity
UpdateAnimationControllers(void)idActorvirtual
UpdateAnimState(void)idActor
UpdateChangeableSpawnArgs(const idDict *source)idEntityvirtual
UpdateDamageEffects(void)idAnimatedEntity
UpdateModel(void)idEntity
UpdateModelTransform(void)idEntity
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
viewAxisidActor
WaitState(void) const idActor
waitStateidActorprotected
walkIKidActorprotected
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
~idAnimatedEntity()idAnimatedEntity
~idClass()idClassvirtual
~idEntity()idEntity