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idBFGProjectile Member List

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

ABSTRACT_PROTOTYPE(idEntity)idEntity
idClass::ABSTRACT_PROTOTYPE(idClass)idClass
ActivatePhysics(idEntity *ent)idEntityvirtual
ActivateTargets(idEntity *activator) const idEntity
activeNodeidEntity
AddContactEntity(idEntity *ent)idEntityvirtual
AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)idEntityvirtual
AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)idEntityvirtual
ApplyDamage()idBFGProjectileprivate
ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)idEntityvirtual
beamTargetsidBFGProjectileprivate
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
CallSpawn(void)idClass
cameraTargetidEntity
CancelEvents(const idEventDef *ev)idClass
CanDamage(const idVec3 &origin, idVec3 &damagePoint) const idEntityvirtual
CanPlayChatterSounds(void) const idEntityvirtual
CheckDormant(void)idEntity
cinematicidEntity
CLASS_PROTOTYPE(idBFGProjectile)idBFGProjectile
idProjectile::CLASS_PROTOTYPE(idProjectile)idProjectile
ClearPVSAreas(void)idEntity
ClearSignal(idThread *thread, signalNum_t signalnum)idEntity
ClearSignalThread(signalNum_t signalnum, idThread *thread)idEntity
ClientPredictionCollide(idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity, bool addDamageEffect)idProjectilestatic
ClientPredictionThink(void)idProjectilevirtual
ClientReceiveEvent(int event, int time, const idBitMsg &msg)idProjectilevirtual
ClientSendEvent(int eventId, const idBitMsg *msg) const idEntity
Collide(const trace_t &collision, const idVec3 &velocity)idProjectilevirtual
ConstructScriptObject(void)idEntityvirtual
ConvertLocalToWorldTransform(idVec3 &offset, idMat3 &axis)idEntity
Create(idEntity *owner, const idVec3 &start, const idVec3 &dir)idProjectile
CREATED enum valueidProjectileprotected
CreateInstance(const char *name)idClassstatic
Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)idEntityvirtual
DamageFeedback(idEntity *victim, idEntity *inflictor, int &damage)idEntityvirtual
damageFreqidBFGProjectileprivate
damagePoweridProjectileprotected
DeconstructScriptObject(void)idEntityvirtual
DefaultDamageEffect(idEntity *soundEnt, const idDict &projectileDef, const trace_t &collision, const idVec3 &velocity)idProjectilestatic
DisplayInfo_f(const idCmdArgs &args)idClassstatic
DormantBegin(void)idEntityvirtual
DormantEnd(void)idEntityvirtual
dormantStartidEntity
entityDefNumberidEntity
entityNumberidEntity
EVENT_DAMAGE_EFFECT enum valueidProjectile
EVENT_MAXEVENTS enum valueidProjectile
Event_Remove(void)idClass
Event_RemoveBeams()idBFGProjectileprivate
EVENT_STARTSOUNDSHADER enum valueidEntity
EVENT_STOPSOUNDSHADER enum valueidEntity
Explode(const trace_t &collision, idEntity *ignore)idBFGProjectilevirtual
EXPLODED enum valueidProjectileprotected
FindTargets(void)idEntity
FindUninitializedMemory(void)idClass
Fizzle(void)idProjectile
FIZZLED enum valueidProjectileprotected
flidEntity
FreeBeams()idBFGProjectileprivate
FreeLightDef(void)idProjectilevirtual
FreeModelDef(void)idEntityvirtual
FreeSoundEmitter(bool immediate)idEntity
GetAnimator(void)idEntityvirtual
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
GetEntityDefName(void) const idEntity
GetFloorPos(float max_dist, idVec3 &floorpos) const idEntity
GetGravity(const idDict *projectile)idProjectilestatic
GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)idEntityvirtual
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
GetOwner(void) const idProjectile
GetPhysics(void) const idEntity
GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)idEntityvirtual
GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)idEntityvirtual
GetPVSAreas(void)idEntity
GetRenderEntity(void)idEntityvirtual
GetRenderView()idEntityvirtual
GetRestStartTime(void) const idEntityvirtual
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
GetVelocity(const idDict *projectile)idProjectilestatic
GetWorldCoordinates(const idVec3 &vec) const idEntity
GetWorldVector(const idVec3 &vec) const idEntity
GetWorldVelocities(idVec3 &linearVelocity, idVec3 &angularVelocity) const idEntity
HandleGuiCommands(idEntity *entityGui, const char *cmds)idEntity
HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)idEntityvirtual
HasSignal(signalNum_t signalnum) const idEntity
healthidEntity
Hide(void)idEntityvirtual
idBFGProjectile()idBFGProjectile
idEntity()idEntity
idProjectile()idProjectile
Init(void)idClassstatic
IsActive(void) const idEntity
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)idProjectilevirtual
Launch(const idVec3 &start, const idVec3 &dir, const idVec3 &pushVelocity, const float timeSinceFire=0.0f, const float launchPower=1.0f, const float dmgPower=1.0f)idBFGProjectilevirtual
LAUNCHED enum valueidProjectileprotected
lightColoridProjectileprotected
lightDefHandleidProjectileprotected
lightEndTimeidProjectileprotected
lightOffsetidProjectileprotected
lightStartTimeidProjectileprotected
ListClasses_f(const idCmdArgs &args)idClassstatic
MAX_PVS_AREASidEntitystatic
ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)idEntitystatic
modelDefHandleidEntityprotected
nameidEntity
nextDamageTimeidBFGProjectileprivate
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
owneridProjectileprotected
Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idEntityvirtual
physicsObjidProjectileprotected
PhysicsTeamInPVS(pvsHandle_t pvsHandle)idEntity
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)idEntityvirtual
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
projectileFlagsidProjectileprotected
projectileState_t enum nameidProjectileprotected
ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idEntityvirtual
ReadBindFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadColorFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadFromSnapshot(const idBitMsgDelta &msg)idProjectilevirtual
ReadGUIFromSnapshot(const idBitMsgDelta &msg)idEntity
refSoundidEntityprotected
RemoveContactEntity(idEntity *ent)idEntityvirtual
RemoveNullTargets(void)idEntity
renderEntityidEntityprotected
renderLightidProjectileprotected
renderViewidEntity
RespondsTo(const idEventDef &ev) const idClass
Restore(idRestoreGame *savefile)idBFGProjectile
RestorePhysics(idPhysics *phys)idEntity
RunPhysics(void)idEntity
Save(idSaveGame *savefile) const idBFGProjectile
scriptObjectidEntity
secondModelidBFGProjectileprivate
secondModelDefHandleidBFGProjectileprivate
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
SetAxis(const idMat3 &axis)idEntity
SetColor(float red, float green, float blue)idEntityvirtual
SetColor(const idVec3 &color)idEntityvirtual
SetColor(const idVec4 &color)idEntityvirtual
SetModel(const char *modelname)idEntityvirtual
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
ShouldConstructScriptObjectAtSpawn(void) const idEntityvirtual
Show(void)idEntityvirtual
ShowEditingDialog(void)idEntityvirtual
Shutdown(void)idClassstatic
Signal(signalNum_t signalnum)idEntity
SignalEvent(idThread *thread, signalNum_t signalnum)idEntity
smokeFlyidProjectileprotected
smokeFlyTimeidProjectileprotected
snapshotBitsidEntity
snapshotNodeidEntity
snapshotSequenceidEntity
Spawn(void)idBFGProjectile
spawnArgsidEntity
SPAWNED enum valueidProjectileprotected
spawnNodeidEntity
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
stateidProjectileprotected
StopSound(const s_channelType channel, bool broadcast)idEntity
targetsidEntity
Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)idEntityvirtual
Think(void)idBFGProjectilevirtual
thinkFlagsidEntity
thrustidProjectileprotected
thrust_endidProjectileprotected
thrusteridProjectileprotected
TouchTriggers(void) const idEntity
TriggerGuis(void)idEntity
Unbind(void)idEntity
UpdateAnimationControllers(void)idEntityvirtual
UpdateChangeableSpawnArgs(const idDict *source)idEntityvirtual
UpdateModel(void)idEntity
UpdateModelTransform(void)idEntity
UpdatePVSAreas(const idVec3 &pos)idEntity
UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView)idEntity
UpdateSound(void)idEntity
UpdateVisuals(void)idEntity
WriteBindToSnapshot(idBitMsgDelta &msg) const idEntity
WriteColorToSnapshot(idBitMsgDelta &msg) const idEntity
WriteGUIToSnapshot(idBitMsgDelta &msg) const idEntity
WriteToSnapshot(idBitMsgDelta &msg) const idProjectilevirtual
~idBFGProjectile()idBFGProjectile
~idClass()idClassvirtual
~idEntity()idEntity
~idProjectile()idProjectilevirtual