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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 idThread * ConstructScriptObject (void)
 
void UpdateScript (void)
 
const function_t * GetScriptFunction (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)
 
idClipModel * GetCombatModel (void) const
 
virtual void LinkCombat (void)
 
virtual void UnlinkCombat (void)
 
bool StartRagdoll (void)
 
void StopRagdoll (void)
 
virtual bool UpdateAnimationControllers (void)
 
const idAngles & GetDeltaViewAngles (void) const
 
void SetDeltaViewAngles (const idAngles &delta)
 
bool HasEnemies (void) const
 
idActor * ClosestEnemyToPoint (const idVec3 &pos)
 
idActor * EnemyWithMostHealth ()
 
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_t * GetRenderView ()
 
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_AF * GetAFPhysics (void)
 
void SetCombatModel (void)
 
idClipModel * GetCombatModel (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 idAnimator * GetAnimator (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_t * GetRenderEntity (void)
 
virtual int GetModelDefHandle (void)
 
void SetSkin (const idDeclSkin *skin)
 
const idDeclSkin * GetSkin (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 int * GetPVSAreas (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
 
idSoundEmitter * GetSoundEmitter (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
 
idEntity * GetBindMaster (void) const
 
jointHandle_t GetBindJoint (void) const
 
int GetBindBody (void) const
 
idEntity * GetTeamMaster (void) const
 
idEntity * GetNextTeamEntity (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)
 
idPhysics * GetPhysics (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)
 
void * operator new (size_t)
 
void * operator 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< idActor > enemyNode
 
idLinkList< idActor > enemyList
 
- Public Attributes inherited from idEntity
int entityNumber
 
int entityDefNumber
 
idLinkList< idEntity > spawnNode
 
idLinkList< idEntity > activeNode
 
idLinkList< idEntity > snapshotNode
 
int snapshotSequence
 
int snapshotBits
 
idStr name
 
idDict spawnArgs
 
idScriptObject scriptObject
 
int thinkFlags
 
int dormantStart
 
bool cinematic
 
renderView_t * renderView
 
idEntity * cameraTarget
 
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< float > damageScale
 
bool use_combat_bbox
 
idEntityPtr< idAFAttachment > head
 
idList< copyJoints_t > copyJoints
 
const function_t * state
 
const function_t * idealState
 
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
 
idThread * scriptThread
 
idStr waitState
 
idAnimState headAnim
 
idAnimState torsoAnim
 
idAnimState legsAnim
 
bool allowPain
 
bool allowEyeFocus
 
bool finalBoss
 
int painTime
 
idList< idAttachInfo > attachments
 
- Protected Attributes inherited from idAFEntity_Gibbable
idRenderModel * skeletonModel
 
int skeletonModelDefHandle
 
bool gibbed
 
- Protected Attributes inherited from idAFEntity_Base
idAF af
 
idClipModel * combatModel
 
int combatModelContents
 
idVec3 spawnOrigin
 
idMat3 spawnAxis
 
int nextSoundTime
 
- Protected Attributes inherited from idAnimatedEntity
idAnimator animator
 
damageEffect_t * damageEffects
 
- 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 idTypeInfo * GetClass (const char *name)
 
static void DisplayInfo_f (const idCmdArgs &args)
 
static void ListClasses_f (const idCmdArgs &args)
 
static idClass * CreateInstance (const char *name)
 
static int GetNumTypes (void)
 
static int GetTypeNumBits (void)
 
static idTypeInfo * GetType (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: