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idGameLocal Member List

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

aasListidGameLocalprivate
aasNamesidGameLocalprivate
activeEntitiesidGameLocal
AddAASObstacle(const idBounds &bounds)idGameLocal
AddEntityToHash(const char *name, idEntity *ent)idGameLocal
AlertAI(idEntity *ent)idGameLocal
ApplySnapshot(int clientNum, int sequence)idGameLocalprivate
ArgCompletion_EntityName(const idCmdArgs &args, void(*callback)(const char *s))idGameLocalstatic
BloodSplat(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idGameLocal
CacheDictionaryMedia(const idDict *dict)idGameLocalvirtual
CalcFov(float base_fov, float &fov_x, float &fov_y) const idGameLocal
CallFrameCommand(idEntity *ent, const function_t *frameCommand)idGameLocal
CallObjectFrameCommand(idEntity *ent, const char *frameCommand)idGameLocal
cameraidGameLocalprivate
CheatsOk(bool requirePlayer=true)idGameLocal
cinematicMaxSkipTimeidGameLocal
cinematicSkipTimeidGameLocal
cinematicStopTimeidGameLocal
Clear(void)idGameLocalprivate
ClientApplySnapshot(int clientNum, int sequence)idGameLocalvirtual
clientDeclRemapidGameLocalprivate
clientEntityStatesidGameLocalprivate
ClientPrediction(int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame)idGameLocalvirtual
ClientProcessEntityNetworkEventQueue(void)idGameLocalprivate
ClientProcessReliableMessage(int clientNum, const idBitMsg &msg)idGameLocalvirtual
clientPVSidGameLocalprivate
ClientReadSnapshot(int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg)idGameLocalvirtual
ClientRemapDecl(declType_t type, int index)idGameLocal
ClientShowSnapshot(int clientNum) const idGameLocalprivate
clientSmoothingidGameLocal
clientSnapshotsidGameLocalprivate
clipidGameLocal
currentInitialSpotidGameLocalprivate
DownloadRequest(const char *IP, const char *guid, const char *paks, char urls[MAX_STRING_CHARS])idGameLocalvirtual
DPrintf(const char *fmt,...) const id_attribute((format(printfidGameLocal
Draw(int clientNum)idGameLocalvirtual
DumpOggSounds(void)idGameLocalprivate
DWarning(const char *fmt,...) const id_attribute((format(printfidGameLocal
editEntitiesidGameLocal
entitiesidGameLocal
EntitiesWithinRadius(const idVec3 org, float radius, idEntity **entityList, int maxCount) const idGameLocal
entityDefBitsidGameLocal
entityHashidGameLocal
entityStateAllocatoridGameLocalprivate
Error(const char *fmt,...) const id_attribute((format(printfidGameLocal
eventQueueidGameLocalprivate
FindEntity(const char *name) const idGameLocal
FindEntityDef(const char *name, bool makeDefault=true) const idGameLocal
FindEntityDefDict(const char *name, bool makeDefault=true) const idGameLocal
FindEntityUsingDef(idEntity *from, const char *match) const idGameLocal
FindTraceEntity(idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip) const idGameLocal
firstFreeIndexidGameLocal
frameCommandThreadidGameLocal
framenumidGameLocal
FreePlayerPVS(void)idGameLocalprivate
FreeSnapshotsOlderThanSequence(int clientNum, int sequence)idGameLocalprivate
gamestateidGameLocalprivate
GameState(void) const idGameLocal
gameTypeidGameLocal
GetAAS(int num) const idGameLocal
GetAAS(const char *name) const idGameLocal
GetAlertEntity(void)idGameLocal
GetBestGameType(const char *map, const char *gametype, char buf[MAX_STRING_CHARS])=0idGamepure virtual
GetCamera(void) const idGameLocal
GetClientByCmdArgs(const idCmdArgs &args) const idGameLocal
GetClientByName(const char *name) const idGameLocal
GetClientByNum(int current) const idGameLocal
GetClientPVS(idPlayer *player, pvsType_t type)idGameLocalprivate
GetClientStats(int clientNum, char *data, const int len)idGameLocalvirtual
GetFrameNum() const idGameLocalinline
GetGibTime()idGameLocalinline
GetGlobalMaterial()idGameLocal
GetGravity(void) const idGameLocal
GetLevelMap(void)idGameLocal
GetLocalPlayer() const idGameLocal
GetMapLoadingGUI(char gui[MAX_STRING_CHARS])idGameLocalvirtual
GetMapName(void) const idGameLocal
GetMSec() const idGameLocalinline
GetNextClientNum(int current) const idGameLocal
GetPersistentPlayerInfo(int clientNum)idGameLocalvirtual
GetShakeSounds(const idDict *dict)idGameLocalprivate
GetSpawnId(const idEntity *ent) const idGameLocal
GetTargets(const idDict &args, idList< idEntityPtr< idEntity > > &list, const char *ref) const idGameLocal
GetTime() const idGameLocalinline
GetTimeGroupTime(int timeGroup)=0idGamepure virtual
GetTraceEntity(const trace_t &trace) const idGameLocal
GetUserInfo(int clientNum)idGameLocalvirtual
globalMaterialidGameLocalprivate
globalShaderParmsidGameLocal
gravityidGameLocalprivate
HandleESC(idUserInterface **gui)idGameLocalvirtual
HandleGuiCommands(const char *menuCommand)idGameLocalvirtual
HandleMainMenuCommands(const char *menuCommand, idUserInterface *gui)idGameLocalvirtual
idGameLocal()idGameLocal
inCinematicidGameLocal
influenceActiveidGameLocalprivate
InhibitEntitySpawn(idDict &spawnArgs)idGameLocalprivate
Init(void)idGameLocalvirtual
InitAsyncNetwork(void)idGameLocalprivate
InitClientDeclRemap(int clientNum)idGameLocalprivate
InitConsoleCommands(void)idGameLocalprivate
InitFromNewMap(const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randSeed)idGameLocalvirtual
InitFromSaveGame(const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile)idGameLocalvirtual
INITIAL_SPAWN_COUNTidGameLocalprivatestatic
initialSpotsidGameLocalprivate
InitLocalClient(int clientNum)idGameLocalprivate
InitScriptForMap(void)idGameLocalprivate
InPlayerConnectedArea(idEntity *ent) const idGameLocal
InPlayerPVS(idEntity *ent) const idGameLocal
isClientidGameLocal
isMultiplayeridGameLocal
isNewFrameidGameLocal
isServeridGameLocal
KillBox(idEntity *ent, bool catch_teleport=false)idGameLocal
lagometeridGameLocalprivate
lastAIAlertEntityidGameLocalprivate
lastAIAlertTimeidGameLocalprivate
lastGUIidGameLocal
lastGUIEntidGameLocal
LoadMap(const char *mapName, int randseed)idGameLocal
localClientNumidGameLocal
LocalMapRestart(void)idGameLocal
locationEntitiesidGameLocalprivate
LocationForPoint(const idVec3 &point)idGameLocal
MapClear(bool clearClients)idGameLocalprivate
mapCycleLoadedidGameLocalprivate
mapFileidGameLocalprivate
mapFileNameidGameLocalprivate
MapPopulate(void)idGameLocalprivate
MapRestart(void)idGameLocal
MapRestart_f(const idCmdArgs &args)idGameLocalstatic
MapShutdown(void)idGameLocalvirtual
mapSpawnCountidGameLocalprivate
mpGameidGameLocal
msecidGameLocal
NetworkEventWarning(const entityNetEvent_t *event, const char *fmt,...) id_attribute((format(printfidGameLocalprivate
newInfoidGameLocalprivate
nextGibTimeidGameLocalprivate
NextMap(void)idGameLocal
NextMap_f(const idCmdArgs &args)idGameLocalstatic
num_entitiesidGameLocal
NumAAS(void) const idGameLocal
numClientsidGameLocal
numEntitiesToDeactivateidGameLocal
persistentLevelInfoidGameLocal
persistentPlayerInfoidGameLocal
playerConnectedAreasidGameLocalprivate
playerPVSidGameLocalprivate
previousTimeidGameLocal
Printf(const char *fmt,...) const id_attribute((format(printfidGameLocal
programidGameLocal
ProjectDecal(const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle=0)idGameLocal
pushidGameLocal
pvsidGameLocal
RadiusDamage(const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower=1.0f)idGameLocal
RadiusPush(const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake)idGameLocal
RadiusPushClipModel(const idVec3 &origin, const float push, const idClipModel *clipModel)idGameLocal
randomidGameLocal
RandomizeInitialSpawns(void)idGameLocalprivate
ReadGameStateFromSnapshot(const idBitMsgDelta &msg)idGameLocalprivate
realClientTimeidGameLocal
RegisterEntity(idEntity *ent)idGameLocal
RemoveAASObstacle(const aasHandle_t handle)idGameLocal
RemoveAllAASObstacles(void)idGameLocal
RemoveEntityFromHash(const char *name, idEntity *ent)idGameLocal
RequirementMet(idEntity *activator, const idStr &requires, int removeItem)idGameLocal
RunDebugInfo(void)idGameLocalprivate
RunFrame(const usercmd_t *clientCmds)idGameLocalvirtual
savedEventQueueidGameLocalprivate
SaveEntityNetworkEvent(const idEntity *ent, int event, const idBitMsg *msg)idGameLocal
SaveGame(idFile *saveGameFile)idGameLocalvirtual
SelectInitialSpawnPoint(idPlayer *player)idGameLocal
SelectTimeGroup(int timeGroup)=0idGamepure virtual
ServerAllowClient(int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS])idGameLocalvirtual
ServerApplySnapshot(int clientNum, int sequence)idGameLocalvirtual
ServerClientBegin(int clientNum)idGameLocalvirtual
ServerClientConnect(int clientNum, const char *guid)idGameLocalvirtual
ServerClientDisconnect(int clientNum)idGameLocalvirtual
serverInfoidGameLocal
ServerProcessEntityNetworkEventQueue(void)idGameLocalprivate
ServerProcessReliableMessage(int clientNum, const idBitMsg &msg)idGameLocalvirtual
ServerRemapDecl(int clientNum, declType_t type, int index)idGameLocal
ServerSendChatMessage(int to, const char *name, const char *text)idGameLocal
ServerSendDeclRemapToClient(int clientNum, declType_t type, int index)idGameLocalprivate
ServerWriteInitialReliableMessages(int clientNum)idGameLocalvirtual
ServerWriteSnapshot(int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients)idGameLocalvirtual
sessionCommandidGameLocal
SetAASAreaState(const idBounds &bounds, const int areaContents, bool closed)idGameLocal
SetCamera(idCamera *cam)idGameLocal
SetGibTime(int _time)idGameLocalinline
SetGlobalMaterial(const idMaterial *mat)idGameLocal
SetLocalClient(int clientNum)idGameLocalvirtual
SetPersistentPlayerInfo(int clientNum, const idDict &playerInfo)idGameLocalvirtual
SetPortalState(qhandle_t portal, int blockingBits)idGameLocal
SetServerInfo(const idDict &serverInfo)idGameLocalvirtual
SetSkill(int value)idGameLocal
SetupPlayerPVS(void)idGameLocalprivate
SetUserInfo(int clientNum, const idDict &userInfo, bool isClient, bool canModify)idGameLocalvirtual
shakeSoundsidGameLocalprivate
ShowTargets(void)idGameLocalprivate
Shutdown(void)idGameLocalvirtual
ShutdownAsyncNetwork(void)idGameLocalprivate
ShutdownConsoleCommands(void)idGameLocalprivate
skipCinematicidGameLocal
SkipCinematic(void)idGameLocal
smokeParticlesidGameLocal
snapshotAllocatoridGameLocalprivate
snapshotEntitiesidGameLocal
SortActiveEntityList(void)idGameLocalprivate
sortPushersidGameLocal
sortSpawnPoints(const void *ptr1, const void *ptr2)idGameLocalprivatestatic
sortTeamMastersidGameLocal
spawnArgsidGameLocalprivate
spawnCountidGameLocalprivate
spawnedEntitiesidGameLocal
SpawnEntityDef(const idDict &args, idEntity **ent=NULL, bool setDefaults=true)idGameLocal
SpawnEntityType(const idTypeInfo &classdef, const idDict *args=NULL, bool bIsClientReadSnapshot=false)idGameLocal
spawnIdsidGameLocal
SpawnMapEntities(void)idGameLocalprivate
SpawnPlayer(int clientNum)idGameLocalvirtual
spawnSpotsidGameLocalprivate
SpreadLocations()idGameLocal
StartMenu(void)idGameLocalvirtual
sufaceTypeNamesidGameLocalstatic
SwitchTeam(int clientNum, int team)idGameLocalvirtual
testFxidGameLocal
testmodelidGameLocal
ThrottleUserInfo(void)idGameLocalvirtual
timeidGameLocal
Tokenize(idStrList &out, const char *in)idGameLocal
UnregisterEntity(idEntity *ent)idGameLocal
UpdateGravity(void)idGameLocalprivate
UpdateLagometer(int aheadOfServer, int dupeUsercmds)idGameLocalprivate
UpdateServerInfoFlags(void)idGameLocalprivate
usercmdsidGameLocal
userInfoidGameLocal
vacuumAreaNumidGameLocal
Warning(const char *fmt,...) const id_attribute((format(printfidGameLocal
worldidGameLocal
WriteGameStateToSnapshot(idBitMsgDelta &msg) const idGameLocalprivate
~idGame()idGameinlinevirtual