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idActor Class Reference

#include <Actor.h>

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

Public Member Functions

 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 void Hide (void)
 
virtual void Show (void)
 
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)
 
virtual bool Pain (idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
 
void SetCombatModel (void)
 
idClipModelGetCombatModel (void) const
 
virtual void LinkCombat (void)
 
virtual void UnlinkCombat (void)
 
bool StartRagdoll (void)
 
void StopRagdoll (void)
 
virtual bool UpdateAnimationControllers (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 Think (void)
 
virtual void GetImpactInfo (idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)
 
virtual void ApplyImpulse (idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)
 
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)
 
virtual void DormantBegin (void)
 
virtual void DormantEnd (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)
 
virtual bool CanPlayChatterSounds (void) const
 
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 DamageFeedback (idEntity *victim, idEntity *inflictor, int &damage)
 
virtual void Killed (idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
 
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)
 

Public Attributes

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
 

Protected Member Functions

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

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
 

Private Member Functions

void SyncAnimChannels (int channel, int syncToChannel, int blendFrames)
 
void FinishSetup (void)
 
void SetupHead (void)
 
void PlayFootStepSound (void)
 
void Event_EnableEyeFocus (void)
 
void Event_DisableEyeFocus (void)
 
void Event_Footstep (void)
 
void Event_EnableWalkIK (void)
 
void Event_DisableWalkIK (void)
 
void Event_EnableLegIK (int num)
 
void Event_DisableLegIK (int num)
 
void Event_SetAnimPrefix (const char *name)
 
void Event_LookAtEntity (idEntity *ent, float duration)
 
void Event_PreventPain (float duration)
 
void Event_DisablePain (void)
 
void Event_EnablePain (void)
 
void Event_GetPainAnim (void)
 
void Event_StopAnim (int channel, int frames)
 
void Event_PlayAnim (int channel, const char *name)
 
void Event_PlayCycle (int channel, const char *name)
 
void Event_IdleAnim (int channel, const char *name)
 
void Event_SetSyncedAnimWeight (int channel, int anim, float weight)
 
void Event_OverrideAnim (int channel)
 
void Event_EnableAnim (int channel, int blendFrames)
 
void Event_SetBlendFrames (int channel, int blendFrames)
 
void Event_GetBlendFrames (int channel)
 
void Event_AnimState (int channel, const char *name, int blendFrames)
 
void Event_GetAnimState (int channel)
 
void Event_InAnimState (int channel, const char *name)
 
void Event_FinishAction (const char *name)
 
void Event_AnimDone (int channel, int blendFrames)
 
void Event_HasAnim (int channel, const char *name)
 
void Event_CheckAnim (int channel, const char *animname)
 
void Event_ChooseAnim (int channel, const char *animname)
 
void Event_AnimLength (int channel, const char *animname)
 
void Event_AnimDistance (int channel, const char *animname)
 
void Event_HasEnemies (void)
 
void Event_NextEnemy (idEntity *ent)
 
void Event_ClosestEnemyToPoint (const idVec3 &pos)
 
void Event_StopSound (int channel, int netsync)
 
void Event_SetNextState (const char *name)
 
void Event_SetState (const char *name)
 
void Event_GetState (void)
 
void Event_GetHead (void)
 

Friends

class idAnimState
 

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 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)
 
- Static Public Attributes inherited from idEntity
static const int MAX_PVS_AREAS = 4
 

Detailed Description

Definition at line 111 of file Actor.h.

Constructor & Destructor Documentation

END_CLASS idActor::idActor ( void  )

Definition at line 429 of file Actor.cpp.

idActor::~idActor ( void  )
virtual

Definition at line 483 of file Actor.cpp.

Member Function Documentation

bool idActor::AnimDone ( int  channel,
int  blendFrames 
) const
void idActor::Attach ( idEntity ent)

Definition at line 1758 of file Actor.cpp.

bool idActor::CanSee ( idEntity ent,
bool  useFOV 
) const

Definition at line 1500 of file Actor.cpp.

void idActor::CheckBlink ( void  )

Definition at line 1197 of file Actor.cpp.

bool idActor::CheckFOV ( const idVec3 pos) const

Definition at line 1473 of file Actor.cpp.

idActor::CLASS_PROTOTYPE ( idActor  )
void idActor::ClearPain ( void  )

Definition at line 2283 of file Actor.cpp.

idActor * idActor::ClosestEnemyToPoint ( const idVec3 pos)

Definition at line 1847 of file Actor.cpp.

idThread * idActor::ConstructScriptObject ( void  )
virtual

Reimplemented from idEntity.

Definition at line 1290 of file Actor.cpp.

void idActor::CopyJointsFromBodyToHead ( void  )
protected

Definition at line 748 of file Actor.cpp.

void idActor::Damage ( idEntity inflictor,
idEntity attacker,
const idVec3 dir,
const char *  damageDefName,
const float  damageScale,
const int  location 
)
virtual

Reimplemented from idAFEntity_Gibbable.

Reimplemented in idPlayer.

Definition at line 2203 of file Actor.cpp.

idActor * idActor::EnemyWithMostHealth ( )

Definition at line 1876 of file Actor.cpp.

void idActor::Event_AnimDistance ( int  channel,
const char *  animname 
)
private

Definition at line 3212 of file Actor.cpp.

void idActor::Event_AnimDone ( int  channel,
int  blendFrames 
)
private

Definition at line 3107 of file Actor.cpp.

void idActor::Event_AnimLength ( int  channel,
const char *  animname 
)
private

Definition at line 3188 of file Actor.cpp.

void idActor::Event_AnimState ( int  channel,
const char *  name,
int  blendFrames 
)
private

Definition at line 3063 of file Actor.cpp.

void idActor::Event_CheckAnim ( int  channel,
const char *  animname 
)
private

Definition at line 3149 of file Actor.cpp.

void idActor::Event_ChooseAnim ( int  channel,
const char *  animname 
)
private

Definition at line 3164 of file Actor.cpp.

void idActor::Event_ClosestEnemyToPoint ( const idVec3 pos)
private

Definition at line 3279 of file Actor.cpp.

void idActor::Event_DisableEyeFocus ( void  )
private

Definition at line 2505 of file Actor.cpp.

void idActor::Event_DisableLegIK ( int  num)
private

Definition at line 2557 of file Actor.cpp.

void idActor::Event_DisablePain ( void  )
private

Definition at line 2575 of file Actor.cpp.

void idActor::Event_DisableWalkIK ( void  )
private

Definition at line 2539 of file Actor.cpp.

void idActor::Event_EnableAnim ( int  channel,
int  blendFrames 
)
private

Definition at line 2985 of file Actor.cpp.

void idActor::Event_EnableEyeFocus ( void  )
private

Definition at line 2495 of file Actor.cpp.

void idActor::Event_EnableLegIK ( int  num)
private

Definition at line 2548 of file Actor.cpp.

void idActor::Event_EnablePain ( void  )
private

Definition at line 2584 of file Actor.cpp.

void idActor::Event_EnableWalkIK ( void  )
private

Definition at line 2530 of file Actor.cpp.

void idActor::Event_FinishAction ( const char *  name)
private

Definition at line 3096 of file Actor.cpp.

void idActor::Event_Footstep ( void  )
private

Definition at line 2521 of file Actor.cpp.

void idActor::Event_GetAnimState ( int  channel)
private

Definition at line 3072 of file Actor.cpp.

void idActor::Event_GetBlendFrames ( int  channel)
private

Definition at line 3038 of file Actor.cpp.

void idActor::Event_GetHead ( void  )
private

Definition at line 3342 of file Actor.cpp.

void idActor::Event_GetPainAnim ( void  )
private

Definition at line 2593 of file Actor.cpp.

void idActor::Event_GetState ( void  )
private

Definition at line 3329 of file Actor.cpp.

void idActor::Event_HasAnim ( int  channel,
const char *  name 
)
private

Definition at line 3136 of file Actor.cpp.

void idActor::Event_HasEnemies ( void  )
private

Definition at line 3236 of file Actor.cpp.

void idActor::Event_IdleAnim ( int  channel,
const char *  name 
)
private

Definition at line 2794 of file Actor.cpp.

void idActor::Event_InAnimState ( int  channel,
const char *  name 
)
private

Definition at line 3084 of file Actor.cpp.

void idActor::Event_LookAtEntity ( idEntity ent,
float  duration 
)
private
void idActor::Event_NextEnemy ( idEntity ent)
private

Definition at line 3248 of file Actor.cpp.

void idActor::Event_OverrideAnim ( int  channel)
private

Definition at line 2950 of file Actor.cpp.

void idActor::Event_PlayAnim ( int  channel,
const char *  name 
)
private

Definition at line 2640 of file Actor.cpp.

void idActor::Event_PlayCycle ( int  channel,
const char *  name 
)
private

Definition at line 2720 of file Actor.cpp.

void idActor::Event_PreventPain ( float  duration)
private

Definition at line 2566 of file Actor.cpp.

void idActor::Event_SetAnimPrefix ( const char *  name)
private

Definition at line 2606 of file Actor.cpp.

void idActor::Event_SetBlendFrames ( int  channel,
int  blendFrames 
)
private

Definition at line 3010 of file Actor.cpp.

void idActor::Event_SetNextState ( const char *  name)
private

Definition at line 3304 of file Actor.cpp.

void idActor::Event_SetState ( const char *  name)
private

Definition at line 3316 of file Actor.cpp.

void idActor::Event_SetSyncedAnimWeight ( int  channel,
int  anim,
float  weight 
)
private

Definition at line 2901 of file Actor.cpp.

void idActor::Event_StopAnim ( int  channel,
int  frames 
)
private

Definition at line 2615 of file Actor.cpp.

void idActor::Event_StopSound ( int  channel,
int  netsync 
)
private

Definition at line 3289 of file Actor.cpp.

float idActor::EyeHeight ( void  ) const

Definition at line 1436 of file Actor.cpp.

idVec3 idActor::EyeOffset ( void  ) const

Definition at line 1445 of file Actor.cpp.

void idActor::FinishSetup ( void  )
private

Definition at line 653 of file Actor.cpp.

void idActor::GetAASLocation ( idAAS aas,
idVec3 pos,
int areaNum 
) const
virtual

Reimplemented in idPlayer.

Definition at line 1905 of file Actor.cpp.

void idActor::GetAIAimTargets ( const idVec3 lastSightPos,
idVec3 headPos,
idVec3 chestPos 
)
virtual

Reimplemented in idPlayer.

Definition at line 1553 of file Actor.cpp.

int idActor::GetAnim ( int  channel,
const char *  name 
)

Definition at line 2069 of file Actor.cpp.

const char * idActor::GetAnimState ( int  channel) const

Definition at line 1977 of file Actor.cpp.

idClipModel * idActor::GetCombatModel ( void  ) const

Definition at line 1604 of file Actor.cpp.

int idActor::GetDamageForLocation ( int  damage,
int  location 
)

Definition at line 2436 of file Actor.cpp.

const char * idActor::GetDamageGroup ( int  location)

Definition at line 2449 of file Actor.cpp.

int idActor::GetDefaultSurfaceType ( void  ) const
virtual

Reimplemented from idAnimatedEntity.

Definition at line 1081 of file Actor.cpp.

const idAngles & idActor::GetDeltaViewAngles ( void  ) const

Definition at line 1812 of file Actor.cpp.

idVec3 idActor::GetEyePosition ( void  ) const

Definition at line 1454 of file Actor.cpp.

bool idActor::GetPhysicsToSoundTransform ( idVec3 origin,
idMat3 axis 
)
virtual

Reimplemented from idEntity.

Reimplemented in idPlayer.

Definition at line 1234 of file Actor.cpp.

bool idActor::GetPhysicsToVisualTransform ( idVec3 origin,
idMat3 axis 
)
virtual

Reimplemented from idAFEntity_Base.

Reimplemented in idPlayer.

Definition at line 1219 of file Actor.cpp.

renderView_t * idActor::GetRenderView ( void  )
virtual

Reimplemented from idEntity.

Reimplemented in idPlayer.

Definition at line 1563 of file Actor.cpp.

const function_t * idActor::GetScriptFunction ( const char *  funcname)

Definition at line 1328 of file Actor.cpp.

void idActor::GetViewPos ( idVec3 origin,
idMat3 axis 
) const
virtual

Reimplemented in idPlayer.

Definition at line 1463 of file Actor.cpp.

void idActor::Gib ( const idVec3 dir,
const char *  damageDefName 
)
protectedvirtual

Reimplemented from idAFEntity_Gibbable.

Definition at line 2167 of file Actor.cpp.

bool idActor::HasEnemies ( void  ) const

Definition at line 1830 of file Actor.cpp.

void idActor::Hide ( void  )
virtual

Reimplemented from idEntity.

Reimplemented in idAI, and idPlayer.

Definition at line 1024 of file Actor.cpp.

bool idActor::InAnimState ( int  channel,
const char *  name 
) const

Definition at line 2003 of file Actor.cpp.

void idActor::LinkCombat ( void  )
virtual

Reimplemented from idAFEntity_Base.

Definition at line 1613 of file Actor.cpp.

bool idActor::LoadAF ( void  )
virtual

Reimplemented from idAFEntity_Base.

Definition at line 1111 of file Actor.cpp.

bool idActor::OnLadder ( void  ) const
virtual

Reimplemented in idPlayer.

Definition at line 1896 of file Actor.cpp.

bool idActor::Pain ( idEntity inflictor,
idEntity attacker,
int  damage,
const idVec3 dir,
int  location 
)
virtual

Reimplemented from idEntity.

Reimplemented in idAI.

Definition at line 2292 of file Actor.cpp.

void idActor::PlayFootStepSound ( void  )
private

Definition at line 2469 of file Actor.cpp.

bool idActor::PointVisible ( const idVec3 point) const

Definition at line 1534 of file Actor.cpp.

void idActor::ProjectOverlay ( const idVec3 origin,
const idVec3 dir,
float  size,
const char *  material 
)
virtual

Reimplemented from idEntity.

Definition at line 1090 of file Actor.cpp.

void idActor::RemoveAttachments ( void  )
protected

Definition at line 1740 of file Actor.cpp.

void idActor::Restart ( void  )
virtual

Reimplemented in idPlayer.

Definition at line 783 of file Actor.cpp.

void idActor::Restore ( idRestoreGame savefile)

Definition at line 914 of file Actor.cpp.

void idActor::Save ( idSaveGame savefile) const

Definition at line 796 of file Actor.cpp.

void idActor::SetAnimState ( int  channel,
const char *  name,
int  blendFrames 
)

Definition at line 1937 of file Actor.cpp.

void idActor::SetCombatModel ( void  )

Definition at line 1581 of file Actor.cpp.

void idActor::SetDeltaViewAngles ( const idAngles delta)

Definition at line 1821 of file Actor.cpp.

void idActor::SetEyeHeight ( float  height)

Definition at line 1427 of file Actor.cpp.

void idActor::SetFOV ( float  fov)

Definition at line 1418 of file Actor.cpp.

void idActor::SetState ( const function_t newState)

Definition at line 1344 of file Actor.cpp.

void idActor::SetState ( const char *  statename)

Definition at line 1363 of file Actor.cpp.

void idActor::SetupBody ( void  )

Definition at line 1126 of file Actor.cpp.

void idActor::SetupDamageGroups ( void  )

Definition at line 2387 of file Actor.cpp.

void idActor::SetupHead ( void  )
private

Definition at line 673 of file Actor.cpp.

void idActor::SetWaitState ( const char *  _waitstate)

Definition at line 2049 of file Actor.cpp.

bool idActor::ShouldConstructScriptObjectAtSpawn ( void  ) const
virtual

Reimplemented from idEntity.

Definition at line 1278 of file Actor.cpp.

void idActor::Show ( void  )
virtual

Reimplemented from idEntity.

Reimplemented in idAI, and idPlayer.

Definition at line 1050 of file Actor.cpp.

void idActor::ShutdownThreads ( void  )

Definition at line 1257 of file Actor.cpp.

void idActor::Spawn ( void  )

Definition at line 516 of file Actor.cpp.

void idActor::SpawnGibs ( const idVec3 dir,
const char *  damageDefName 
)
virtual

Reimplemented from idAFEntity_Gibbable.

Definition at line 2375 of file Actor.cpp.

bool idActor::StartRagdoll ( void  )

Definition at line 1651 of file Actor.cpp.

void idActor::StopRagdoll ( void  )

Definition at line 1708 of file Actor.cpp.

void idActor::SyncAnimChannels ( int  channel,
int  syncToChannel,
int  blendFrames 
)
private

Definition at line 2101 of file Actor.cpp.

void idActor::Teleport ( const idVec3 origin,
const idAngles angles,
idEntity destination 
)
virtual

Reimplemented from idEntity.

Reimplemented in idPlayer.

Definition at line 1793 of file Actor.cpp.

void idActor::UnlinkCombat ( void  )
virtual

Reimplemented from idAFEntity_Base.

Definition at line 1634 of file Actor.cpp.

bool idActor::UpdateAnimationControllers ( void  )
virtual

Reimplemented from idAFEntity_Base.

Reimplemented in idAI.

Definition at line 1719 of file Actor.cpp.

void idActor::UpdateAnimState ( void  )

Definition at line 2058 of file Actor.cpp.

void idActor::UpdateScript ( void  )

Definition at line 1375 of file Actor.cpp.

const char * idActor::WaitState ( void  ) const

Definition at line 2036 of file Actor.cpp.

Friends And Related Function Documentation

friend class idAnimState
friend

Definition at line 217 of file Actor.h.

Member Data Documentation

bool idActor::allowEyeFocus
protected

Definition at line 264 of file Actor.h.

bool idActor::allowPain
protected

Definition at line 263 of file Actor.h.

idStr idActor::animPrefix
protected

Definition at line 247 of file Actor.h.

idList<idAttachInfo> idActor::attachments
protected

Definition at line 269 of file Actor.h.

int idActor::blink_anim
protected

Definition at line 251 of file Actor.h.

int idActor::blink_max
protected

Definition at line 254 of file Actor.h.

int idActor::blink_min
protected

Definition at line 253 of file Actor.h.

int idActor::blink_time
protected

Definition at line 252 of file Actor.h.

idList<copyJoints_t> idActor::copyJoints
protected

Definition at line 234 of file Actor.h.

idStrList idActor::damageGroups
protected

Definition at line 229 of file Actor.h.

idList<float> idActor::damageScale
protected

Definition at line 230 of file Actor.h.

idAngles idActor::deltaViewAngles
protected

Definition at line 223 of file Actor.h.

idLinkList<idActor> idActor::enemyList

Definition at line 120 of file Actor.h.

idLinkList<idActor> idActor::enemyNode

Definition at line 119 of file Actor.h.

idVec3 idActor::eyeOffset
protected

Definition at line 220 of file Actor.h.

bool idActor::finalBoss
protected

Definition at line 265 of file Actor.h.

float idActor::fovDot
protected

Definition at line 219 of file Actor.h.

idEntityPtr<idAFAttachment> idActor::head
protected

Definition at line 233 of file Actor.h.

idAnimState idActor::headAnim
protected

Definition at line 259 of file Actor.h.

const function_t* idActor::idealState
protected

Definition at line 238 of file Actor.h.

jointHandle_t idActor::leftEyeJoint
protected

Definition at line 241 of file Actor.h.

idAnimState idActor::legsAnim
protected

Definition at line 261 of file Actor.h.

idVec3 idActor::modelOffset
protected

Definition at line 221 of file Actor.h.

int idActor::pain_debounce_time
protected

Definition at line 225 of file Actor.h.

int idActor::pain_delay
protected

Definition at line 226 of file Actor.h.

int idActor::pain_threshold
protected

Definition at line 227 of file Actor.h.

idStr idActor::painAnim
protected

Definition at line 248 of file Actor.h.

int idActor::painTime
protected

Definition at line 267 of file Actor.h.

int idActor::rank

Definition at line 116 of file Actor.h.

jointHandle_t idActor::rightEyeJoint
protected

Definition at line 242 of file Actor.h.

idThread* idActor::scriptThread
protected

Definition at line 257 of file Actor.h.

jointHandle_t idActor::soundJoint
protected

Definition at line 243 of file Actor.h.

const function_t* idActor::state
protected

Definition at line 237 of file Actor.h.

int idActor::team

Definition at line 115 of file Actor.h.

idAnimState idActor::torsoAnim
protected

Definition at line 260 of file Actor.h.

bool idActor::use_combat_bbox
protected

Definition at line 232 of file Actor.h.

idMat3 idActor::viewAxis

Definition at line 117 of file Actor.h.

idStr idActor::waitState
protected

Definition at line 258 of file Actor.h.

idIK_Walk idActor::walkIK
protected

Definition at line 245 of file Actor.h.


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