doom3-gpl
Doom 3 GPL source release
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idPlayer Member List

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

aasLocationidPlayerprivate
ABSTRACT_PROTOTYPE(idEntity)idEntity
idClass::ABSTRACT_PROTOTYPE(idClass)idClass
ActivatePhysics(idEntity *ent)idEntityvirtual
ActivateTargets(idEntity *activator) const idEntity
ActiveGui(void)idPlayerprivate
activeNodeidEntity
AddAIKill(void)idPlayer
AddBindConstraints(void)idAFEntity_Base
AddContactEntity(idEntity *ent)idEntityvirtual
AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)idAnimatedEntityvirtual
AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)idAFEntity_Basevirtual
AddGuiPDAData(const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui)idPlayerprivate
AddLocalDamageEffect(jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial)idAnimatedEntity
AddProjectileHits(int count)idPlayer
AddProjectilesFired(int count)idPlayer
AdjustBodyAngles(void)idPlayerprivate
AdjustHeartRate(int target, float timeInSecs, float delay, bool force)idPlayer
AdjustSpeed(void)idPlayerprivate
afidAFEntity_Baseprotected
AI_ATTACK_HELDidPlayer
AI_BACKWARDidPlayer
AI_CROUCHidPlayer
AI_DEADidPlayer
AI_FORWARDidPlayer
AI_HARDLANDINGidPlayer
AI_JUMPidPlayer
AI_ONGROUNDidPlayer
AI_ONLADDERidPlayer
AI_PAINidPlayer
AI_RELOADidPlayer
AI_RUNidPlayer
AI_SOFTLANDINGidPlayer
AI_STRAFE_LEFTidPlayer
AI_STRAFE_RIGHTidPlayer
AI_TELEPORTidPlayer
AI_TURN_LEFTidPlayer
AI_TURN_RIGHTidPlayer
AI_WEAPON_FIREDidPlayer
airlessidPlayerprivate
airTicsidPlayerprivate
allowEyeFocusidActorprotected
allowPainidActorprotected
animatoridAnimatedEntityprotected
AnimDone(int channel, int blendFrames) const idActor
animPrefixidActorprotected
ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)idAFEntity_Basevirtual
Attach(idEntity *ent)idActor
attachmentsidActorprotected
BalanceTDM(void)idPlayer
baseSkinNameidPlayerprivate
BecomeActive(int flags)idEntity
BecomeInactive(int flags)idEntity
Bind(idEntity *master, bool orientated)idEntity
BindToBody(idEntity *master, int bodyId, bool orientated)idEntity
BindToJoint(idEntity *master, const char *jointname, bool orientated)idEntity
BindToJoint(idEntity *master, jointHandle_t jointnum, bool orientated)idEntity
blink_animidActorprotected
blink_maxidActorprotected
blink_minidActorprotected
blink_timeidActorprotected
BobCycle(const idVec3 &pushVelocity)idPlayerprivate
bobCycleidPlayerprivate
bobFootidPlayerprivate
bobFracidPlayerprivate
bobfracsinidPlayerprivate
BodyForClipModelId(int id) const idAFEntity_Base
buttonMaskidPlayer
CacheWeapons(void)idPlayer
CalcDamagePoints(idEntity *inflictor, idEntity *attacker, const idDict *damageDef, const float damageScale, const int location, int *health, int *armor)idPlayer
CalcFov(bool honorZoom)idPlayer
CalculateFirstPersonView(void)idPlayer
CalculateRenderView(void)idPlayer
CalculateViewWeaponPos(idVec3 &origin, idMat3 &axis)idPlayer
CallSpawn(void)idClass
cameraTargetidEntity
CancelEvents(const idEventDef *ev)idClass
CanDamage(const idVec3 &origin, idVec3 &damagePoint) const idEntityvirtual
CanPlayChatterSounds(void) const idEntityvirtual
CanSee(idEntity *ent, bool useFOV) const idActor
CanShowWeaponViewmodel(void) const idPlayer
centerViewidPlayerprivate
CheckBlink(void)idActor
CheckDormant(void)idEntity
CheckFOV(const idVec3 &pos) const idActor
chestJointidPlayerprivate
cinematicidEntity
CLASS_PROTOTYPE(idPlayer)idPlayer
idActor::CLASS_PROTOTYPE(idActor)idActor
idAFEntity_Gibbable::CLASS_PROTOTYPE(idAFEntity_Gibbable)idAFEntity_Gibbable
idAFEntity_Base::CLASS_PROTOTYPE(idAFEntity_Base)idAFEntity_Base
idAnimatedEntity::CLASS_PROTOTYPE(idAnimatedEntity)idAnimatedEntity
ClearFocus(void)idPlayerprivate
ClearPain(void)idActor
ClearPowerup(int i)idPlayerprivate
ClearPowerUps(void)idPlayer
ClearPVSAreas(void)idEntity
ClearSignal(idThread *thread, signalNum_t signalnum)idEntity
ClearSignalThread(signalNum_t signalnum, idThread *thread)idEntity
ClientPredictionThink(void)idPlayervirtual
ClientReceiveEvent(int event, int time, const idBitMsg &msg)idPlayervirtual
ClientSendEvent(int eventId, const idBitMsg *msg) const idEntity
ClosestEnemyToPoint(const idVec3 &pos)idActor
cmdAnglesidPlayer
Collide(const trace_t &collision, const idVec3 &velocity)idPlayervirtual
colorBaridPlayer
colorBarIndexidPlayer
colorBarTableidPlayerstatic
combatModelidAFEntity_Baseprotected
combatModelContentsidAFEntity_Baseprotected
CompleteObjective(const char *title)idPlayer
ConstructScriptObject(void)idActorvirtual
ConvertLocalToWorldTransform(idVec3 &offset, idMat3 &axis)idEntity
copyJointsidActorprotected
CopyJointsFromBodyToHead(void)idActorprotected
CrashLand(const idVec3 &oldOrigin, const idVec3 &oldVelocity)idPlayerprivate
CreateInstance(const char *name)idClassstatic
currentLoggedAccelidPlayerprivate
currentWeaponidPlayerprivate
cursoridPlayerprivate
Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)idPlayervirtual
damageEffectsidAnimatedEntityprotected
DamageFeedback(idEntity *victim, idEntity *inflictor, int &damage)idPlayervirtual
damageGroupsidActorprotected
damageScaleidActorprotected
deathClearContentsTimeidPlayer
DeconstructScriptObject(void)idEntityvirtual
DefaultFov(void) const idPlayer
deltaViewAnglesidActorprotected
DisplayInfo_f(const idCmdArgs &args)idClassstatic
doingDeathSkinidPlayer
DormantBegin(void)idEntityvirtual
DormantEnd(void)idEntityvirtual
dormantStartidEntity
dragEntityidPlayer
DrawHUD(idUserInterface *hud)idPlayer
DrawPlayerIcons(void)idPlayervirtual
DropAFs(idEntity *ent, const char *type, idList< idEntity * > *list)idAFEntity_Basestatic
DropWeapon(bool died)idPlayer
enemyListidActor
enemyNodeidActor
EnemyWithMostHealth()idActor
EnterCinematic(void)idPlayer
entityDefNumberidEntity
entityNumberidEntity
EvaluateControls(void)idPlayerprivate
EVENT_ABORT_TELEPORTER enum valueidPlayer
EVENT_ADD_DAMAGE_EFFECT enum valueidAnimatedEntity
Event_DisableWeapon(void)idPlayerprivate
Event_EnableWeapon(void)idPlayerprivate
EVENT_EXIT_TELEPORTER enum valueidPlayer
Event_ExitTeleporter(void)idPlayerprivate
Event_GetButtons(void)idPlayerprivate
Event_GetCurrentWeapon(void)idPlayerprivate
Event_GetMove(void)idPlayerprivate
Event_GetPreviousWeapon(void)idPlayerprivate
Event_GetViewAngles(void)idPlayerprivate
Event_GetWeaponEntity(void)idPlayerprivate
Event_Gib(const char *damageDefName)idAFEntity_Gibbableprotected
Event_Gibbed(void)idPlayerprivate
Event_HideTip(void)idPlayerprivate
EVENT_IMPULSE enum valueidPlayer
Event_InPDA(void)idPlayerprivate
Event_LevelTrigger(void)idPlayerprivate
EVENT_MAXEVENTS enum valueidPlayer
Event_OpenPDA(void)idPlayerprivate
Event_PDAAvailable(void)idPlayerprivate
EVENT_POWERUP enum valueidPlayer
Event_Remove(void)idClass
Event_SelectWeapon(const char *weaponName)idPlayerprivate
Event_SetConstraintPosition(const char *name, const idVec3 &pos)idAFEntity_Baseprotected
EVENT_SPECTATE enum valueidPlayer
EVENT_STARTSOUNDSHADER enum valueidEntity
Event_StopAudioLog(void)idPlayer
Event_StopFxFov(void)idPlayerprivate
EVENT_STOPSOUNDSHADER enum valueidEntity
ExitCinematic(void)idPlayer
ExtractEmailInfo(const idStr &email, const char *scan, idStr &out)idPlayerprivate
EyeHeight(void) const idActor
eyeOffsetidActorprotected
EyeOffset(void) const idActor
finalBossidActorprotected
FindInventoryItem(const char *name)idPlayer
FindTargets(void)idEntity
FindUninitializedMemory(void)idClass
FireWeapon(void)idPlayerprivate
firstPersonViewAxisidPlayer
firstPersonViewOriginidPlayer
flidEntity
focusCharacteridPlayerprivate
focusGUIentidPlayerprivate
focusTimeidPlayerprivate
focusUIidPlayerprivate
focusVehicleidPlayerprivate
forcedReadyidPlayer
forceRespawnidPlayer
forceScoreBoardidPlayer
fovDotidActorprotected
FreeLightDef(void)idEntityvirtual
FreeModelDef(void)idAFEntity_Basevirtual
FreeSoundEmitter(bool immediate)idEntity
fxFovidPlayerprivate
GetAASLocation(idAAS *aas, idVec3 &pos, int &areaNum) const idPlayervirtual
GetAFName(void) const idAFEntity_Baseinline
GetAFPhysics(void)idAFEntity_Baseinline
GetAIAimTargets(const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)idPlayervirtual
GetAnim(int channel, const char *name)idActor
GetAnimator(void)idAnimatedEntityvirtual
GetAnimState(int channel) const idActor
GetBaseHeartRate(void)idPlayer
GetBindBody(void) const idEntity
GetBindJoint(void) const idEntity
GetBindMaster(void) const idEntity
GetClass(const char *name)idClassstatic
GetClassname(void) const idClass
GetColor(idVec3 &out) const idEntityvirtual
GetColor(idVec4 &out) const idEntityvirtual
GetCombatModel(void) const idActor
GetDamageForLocation(int damage, int location)idActor
GetDamageGroup(int location)idActor
GetDefaultSurfaceType(void) const idActorvirtual
GetDeltaViewAngles(void) const idActor
GetEntityDefName(void) const idEntity
GetEyePosition(void) const idPlayer
GetFloorPos(float max_dist, idVec3 &floorpos) const idEntity
GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)idAFEntity_Basevirtual
GetInfluenceEntity(void)idPlayerinline
GetInfluenceLevel(void)idPlayerinline
GetInfluenceMaterial(void)idPlayerinline
GetInfluenceRadius(void)idPlayerinline
GetJointTransformForAnim(jointHandle_t jointHandle, int animNum, int currentTime, idVec3 &offset, idMat3 &axis) const idAnimatedEntity
GetJointWorldTransform(jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis)idAnimatedEntity
GetListenerId(void) const idEntity
GetLocalCoordinates(const idVec3 &vec) const idEntity
GetLocalVector(const idVec3 &vec) const idEntity
GetMasterPosition(idVec3 &masterOrigin, idMat3 &masterAxis) const idEntity
GetModelDefHandle(void)idEntityvirtual
GetName(void) const idEntity
GetNextTeamEntity(void) const idEntity
GetNumPVSAreas(void)idEntity
GetNumTypes(void)idClassinlinestatic
GetPDA(void) const idPlayer
GetPhysics(void) const idEntity
GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)idPlayervirtual
GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)idPlayervirtual
GetPlayerPhysics(void)idPlayer
GetPrivateCameraView(void) const idPlayerinline
GetPVSAreas(void)idEntity
GetRenderEntity(void)idEntityvirtual
GetRenderView(void)idPlayervirtual
GetRestStartTime(void) const idEntityvirtual
GetScriptFunction(const char *funcname)idActor
GetSkin(void) const idEntity
GetSoundEmitter(void) const idEntity
GetSpline(void) const idEntity
GetSuperclass(void) const idClass
GetTeamMaster(void) const idEntity
GetType(int num)idClassstatic
GetTypeNumBits(void)idClassinlinestatic
GetUserInfo(void)idPlayer
GetVideo(int index)idPlayer
GetViewPos(idVec3 &origin, idMat3 &axis) const idPlayervirtual
GetWorldCoordinates(const idVec3 &vec) const idEntity
GetWorldVector(const idVec3 &vec) const idEntity
GetWorldVelocities(idVec3 &linearVelocity, idVec3 &angularVelocity) const idEntity
Gib(const idVec3 &dir, const char *damageDefName)idActorprotectedvirtual
gibbedidAFEntity_Gibbableprotected
gibDeathidPlayerprivate
gibsDiridPlayerprivate
gibsLaunchedidPlayerprivate
Give(const char *statname, const char *value)idPlayer
GiveEmail(const char *emailName)idPlayer
GiveHealthPool(float amt)idPlayer
GiveInventoryItem(idDict *item)idPlayer
GiveInventoryItem(const char *name)idPlayer
GiveItem(idItem *item)idPlayer
GiveItem(const char *name)idPlayer
GiveObjective(const char *title, const char *text, const char *screenshot)idPlayer
GivePDA(const char *pdaName, idDict *item)idPlayer
GivePowerUp(int powerup, int time)idPlayer
GiveSecurity(const char *security)idPlayer
GiveVideo(const char *videoName, idDict *item)idPlayer
godmodeidPlayer
GuiActive(void)idPlayerinline
GunAcceleratingOffset(void)idPlayerprivate
GunTurningOffset(void)idPlayerprivate
HandleESC(void)idPlayer
HandleGuiCommands(idEntity *entityGui, const char *cmds)idEntity
HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)idPlayervirtual
HasEnemies(void) const idActor
HasSignal(signalNum_t signalnum) const idEntity
headidActorprotected
headAnimidActorprotected
headJointidPlayerprivate
healthidEntity
healthPoolidPlayer
healthPulseidPlayer
healthTakeidPlayer
heartInfoidPlayer
heartRateidPlayer
hiddenWeaponidPlayer
Hide(void)idPlayervirtual
HideObjective(void)idPlayer
HidePlayerIcons(void)idPlayervirtual
HideTip(void)idPlayer
hipJointidPlayerprivate
hudidPlayer
idActor(void)idActor
idAFEntity_Base(void)idAFEntity_Base
idAFEntity_Gibbable(void)idAFEntity_Gibbable
idAnimatedEntity()idAnimatedEntity
idealLegsYawidPlayerprivate
idealStateidActorprotected
idealWeaponidPlayerprivate
idEntity()idEntity
idPlayer()idPlayer
InAnimState(int channel, const char *name) const idActor
influenceActiveidPlayerprivate
influenceEntityidPlayerprivate
influenceFovidPlayerprivate
influenceMaterialidPlayerprivate
influenceRadiusidPlayerprivate
influenceSkinidPlayerprivate
Init(void)idPlayer
InitAASLocation(void)idPlayerprivate
InitSkeletonModel(void)idAFEntity_Gibbableprotected
inventoryidPlayer
IsActive(void) const idEntity
IsActiveAF(void) const idAFEntity_Baseinline
IsAtRest(void) const idEntityvirtual
IsBound(void) const idEntity
IsBoundTo(idEntity *master) const idEntity
isChattingidPlayer
IsHidden(void) const idEntity
IsInTeleport(void)idPlayer
isLaggedidPlayer
IsLeader(void)idPlayer
IsReady(void)idPlayer
IsRespawning(void)idPlayer
isTelefraggedidPlayerprivate
IsTipVisible(void)idPlayerinline
IsType(const idTypeInfo &c) const idClass
JoinTeam(idEntity *teammember)idEntity
Kill(bool delayRespawn, bool nodamage)idPlayer
Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idPlayervirtual
landChangeidPlayerprivate
landTimeidPlayerprivate
lastAirDamageidPlayerprivate
lastArmorPulseidPlayer
lastDamageDefidPlayerprivate
lastDamageDiridPlayerprivate
lastDamageLocationidPlayerprivate
lastDmgTimeidPlayer
lastHeartAdjustidPlayer
lastHeartBeatidPlayer
lastHitTimeidPlayer
lastHitToggleidPlayer
lastManOveridPlayer
lastManPlayAgainidPlayer
lastManPresentidPlayer
lastMPAimidPlayerprivate
lastMPAimTimeidPlayerprivate
lastSavingThrowTimeidPlayer
lastSnapshotSequenceidPlayerprivate
lastSndHitTimeidPlayer
lastSpectateChangeidPlayerprivate
lastSpectateTeleportidPlayer
lastTeleFXidPlayerprivate
latchedTeamidPlayer
leaderidPlayerprivate
leftEyeJointidActorprotected
legsAnimidActorprotected
legsForwardidPlayerprivate
legsYawidPlayerprivate
LinkCombat(void)idActorvirtual
LinkScriptVariables(void)idPlayer
ListClasses_f(const idCmdArgs &args)idClassstatic
LoadAF(void)idActorvirtual
LoadState(const idDict &args)idAFEntity_Base
loggedAccelidPlayerprivate
loggedViewAnglesidPlayerprivate
LookAtKiller(idEntity *inflictor, idEntity *attacker)idPlayerprivate
LowerWeapon(void)idPlayer
MAX_PVS_AREASidEntitystatic
maxRespawnTimeidPlayer
minRespawnTimeidPlayer
ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)idEntitystatic
modelDefHandleidEntityprotected
modelOffsetidActorprotected
Move(void)idPlayerprivate
MPAimidPlayerprivate
MPAimFadeTimeidPlayerprivate
MPAimHighlightidPlayerprivate
nameidEntity
NeedsIcon(void)idPlayer
NextBestWeapon(void)idPlayer
nextHealthPulseidPlayer
nextHealthTakeidPlayer
nextSoundTimeidAFEntity_Baseprotected
NextWeapon(void)idPlayer
noclipidPlayer
NUM_LOGGED_ACCELSidPlayerprivatestatic
NUM_LOGGED_VIEW_ANGLESidPlayerprivatestatic
numProjectileHitsidPlayerprivate
numProjectilesFiredidPlayerprivate
objectiveSystemidPlayer
objectiveSystemOpenidPlayer
objectiveUpidPlayerprivate
OffsetThirdPersonView(float angle, float range, float height, bool clip)idPlayer
oldButtonsidPlayer
oldFlagsidPlayer
oldMouseXidPlayerprivate
oldMouseYidPlayerprivate
oldViewYawidPlayerprivate
OnLadder(void) const idPlayervirtual
operator delete(void *)idClass
operator delete(void *, int, int, char *, int)idClass
operator new(size_t)idClass
operator new(size_t s, int, int, char *, int)idClass
Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idActorvirtual
pain_debounce_timeidActorprotected
pain_delayidActorprotected
pain_thresholdidActorprotected
painAnimidActorprotected
painTimeidActorprotected
pdaAudioidPlayerprivate
pdaVideoidPlayerprivate
pdaVideoWaveidPlayerprivate
PerformImpulse(int impulse)idPlayer
physicsObjidPlayerprivate
PhysicsTeamInPVS(pvsHandle_t pvsHandle)idEntity
playerIconidPlayerprivate
playerViewidPlayer
PointVisible(const idVec3 &point) const idActor
PostBind(void)idEntityvirtual
PostEventMS(const idEventDef *ev, int time)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
PostEventMS(const idEventDef *ev, int time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
PostEventSec(const idEventDef *ev, float time)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
PostEventSec(const idEventDef *ev, float time, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
PostUnbind(void)idEntityvirtual
PowerUpActive(int powerup) const idPlayer
PowerUpModifier(int type)idPlayer
powerUpSkinidPlayerprivate
PreBind(void)idEntityvirtual
PrepareForRestart(void)idPlayer
Present(void)idAFEntity_Gibbablevirtual
PreUnbind(void)idEntityvirtual
previousWeaponidPlayerprivate
PrevWeapon(void)idPlayer
privateCameraViewidPlayerprivate
ProcessEvent(const idEventDef *ev)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
ProcessEventArgPtr(const idEventDef *ev, int *data)idClass
ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idActorvirtual
RaiseWeapon(void)idPlayer
rankidActor
ReadBindFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadColorFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadFromSnapshot(const idBitMsgDelta &msg)idPlayervirtual
ReadGUIFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadPlayerStateFromSnapshot(const idBitMsgDelta &msg)idPlayer
readyidPlayerprivate
refSoundidEntityprotected
Reload(void)idPlayer
RemoveAttachments(void)idActorprotected
RemoveBindConstraints(void)idAFEntity_Base
RemoveContactEntity(idEntity *ent)idEntityvirtual
RemoveInventoryItem(idDict *item)idPlayer
RemoveInventoryItem(const char *name)idPlayer
RemoveNullTargets(void)idEntity
RemoveWeapon(const char *weap)idPlayer
renderEntityidEntityprotected
renderViewidEntity
respawningidPlayerprivate
RespondsTo(const idEventDef &ev) const idClass
Restart(void)idPlayervirtual
Restore(idRestoreGame *savefile)idPlayer
RestorePersistantInfo(void)idPlayer
RestorePhysics(idPhysics *phys)idEntity
rightEyeJointidActorprotected
RouteGuiMouse(idUserInterface *gui)idPlayer
RunPhysics(void)idEntity
Save(idSaveGame *savefile) const idPlayer
SavePersistantInfo(void)idPlayer
SaveState(idDict &args) const idAFEntity_Base
scoreBoardOpenidPlayer
scriptObjectidEntity
scriptThreadidActorprotected
SelectInitialSpawnPoint(idVec3 &origin, idAngles &angles)idPlayer
SelectWeapon(int num, bool force)idPlayer
SelfSmooth(void)idPlayer
selfSmoothidPlayerprivate
ServerReceiveEvent(int event, int time, const idBitMsg &msg)idPlayervirtual
ServerSendEvent(int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient) const idEntity
ServerSpectate(bool spectate)idPlayer
SetAASLocation(void)idPlayerprivate
SetAngles(const idAngles &ang)idEntity
SetAnimState(int channel, const char *name, int blendFrames)idActor
SetAxis(const idMat3 &axis)idEntity
SetClipModel(void)idPlayer
SetColor(float red, float green, float blue)idEntityvirtual
SetColor(const idVec3 &color)idEntityvirtual
SetColor(const idVec4 &color)idEntityvirtual
SetCombatContents(bool enable)idAFEntity_Base
SetCombatModel(void)idActor
SetCurrentHeartRate(void)idPlayer
SetDeltaViewAngles(const idAngles &delta)idActor
SetEyeHeight(float height)idActor
SetFOV(float fov)idActor
SetInfluenceFov(float fov)idPlayer
SetInfluenceLevel(int level)idPlayer
SetInfluenceView(const char *mtr, const char *skinname, float radius, idEntity *ent)idPlayer
SetLastHitTime(int time)idPlayer
SetLeader(bool lead)idPlayer
SetLevelTrigger(const char *levelName, const char *triggerName)idPlayer
SetModel(const char *modelname)idAnimatedEntityvirtual
SetName(const char *name)idEntity
SetOrigin(const idVec3 &org)idEntity
SetPhysics(idPhysics *phys)idEntity
SetPrivateCameraView(idCamera *camView)idPlayer
SetSelfSmooth(bool b)idPlayer
SetShaderParm(int parmnum, float value)idEntity
SetSignal(signalNum_t signalnum, idThread *thread, const function_t *function)idEntity
SetSkin(const idDeclSkin *skin)idEntity
SetSoulCubeProjectile(idProjectile *projectile)idPlayer
SetSoundVolume(float volume)idEntity
SetSpectateOrigin(void)idPlayerprivate
SetState(const function_t *newState)idActor
SetState(const char *statename)idActor
SetupBody(void)idActor
SetupDamageGroups(void)idActor
SetupWeaponEntity(void)idPlayer
SetViewAngles(const idAngles &angles)idPlayer
SetWaitState(const char *_waitstate)idActor
ShouldConstructScriptObjectAtSpawn(void) const idActorvirtual
Show(void)idPlayervirtual
ShowEditingDialog(void)idAFEntity_Basevirtual
ShowObjective(const char *obj)idPlayer
ShowTip(const char *title, const char *tip, bool autoHide)idPlayer
showWeaponViewModelidPlayerprivate
Shutdown(void)idClassstatic
ShutdownThreads(void)idActor
Signal(signalNum_t signalnum)idEntity
SignalEvent(idThread *thread, signalNum_t signalnum)idEntity
skeletonModelidAFEntity_Gibbableprotected
skeletonModelDefHandleidAFEntity_Gibbableprotected
skinidPlayerprivate
SkipCinematic(void)idPlayer
SlotForWeapon(const char *weaponName)idPlayer
smoothedAnglesidPlayerprivate
smoothedFrameidPlayerprivate
smoothedOriginidPlayerprivate
smoothedOriginUpdatedidPlayerprivate
snapshotBitsidEntity
snapshotNodeidEntity
snapshotSequenceidEntity
soulCubeProjectileidPlayer
soundJointidActorprotected
Spawn(void)idPlayer
spawnAnglesidPlayer
spawnAnglesSetidPlayer
spawnArgsidEntity
spawnAxisidAFEntity_Baseprotected
spawnedTimeidPlayer
SpawnFromSpawnSpot(void)idPlayer
SpawnGibs(const idVec3 &dir, const char *damageDefName)idActorvirtual
spawnNodeidEntity
spawnOriginidAFEntity_Baseprotected
SpawnToPoint(const idVec3 &spawn_origin, const idAngles &spawn_angles)idPlayer
Spectate(bool spectate)idPlayer
SpectateCycle(void)idPlayerprivate
SpectateFreeFly(bool force)idPlayerprivate
spectatingidPlayer
spectatoridPlayer
staminaidPlayer
StartAudioLog(void)idPlayer
StartFxFov(float duration)idPlayer
StartFxOnBone(const char *fx, const char *bone)idPlayer
StartRagdoll(void)idActor
StartSound(const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
StartSoundShader(const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
stateidActorprotected
StealWeapon(idPlayer *player)idPlayer
stepUpDeltaidPlayerprivate
stepUpTimeidPlayerprivate
StopAudioLog(void)idPlayer
StopFiring(void)idPlayerprivate
StopRagdoll(void)idActor
StopSound(const s_channelType channel, bool broadcast)idEntity
talkCursoridPlayerprivate
targetsidEntity
teamidActor
Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)idPlayervirtual
TeleportDeath(int killer)idPlayer
teleportEntityidPlayer
teleportKilleridPlayer
Think(void)idPlayervirtual
thinkFlagsidEntity
tipUpidPlayerprivate
TogglePDA(void)idPlayer
ToggleScoreboard(void)idPlayer
torsoAnimidActorprotected
TouchTriggers(void) const idEntity
tourneyLineidPlayer
tourneyRankidPlayer
TriggerGuis(void)idEntity
Unbind(void)idEntity
UnlinkCombat(void)idActorvirtual
UpdateAir(void)idPlayer
UpdateAnimation(void)idAnimatedEntity
UpdateAnimationControllers(void)idActorvirtual
UpdateAnimState(void)idActor
UpdateChangeableSpawnArgs(const idDict *source)idEntityvirtual
UpdateConditions(void)idPlayer
UpdateDamageEffects(void)idAnimatedEntity
UpdateDeathSkin(bool state_hitch)idPlayerprivate
UpdateDeltaViewAngles(const idAngles &angles)idPlayer
UpdateFocus(void)idPlayerprivate
UpdateHud(void)idPlayer
UpdateHudAmmo(idUserInterface *hud)idPlayer
UpdateHudStats(idUserInterface *hud)idPlayer
UpdateHudWeapon(bool flashWeapon=true)idPlayer
UpdateLocation(void)idPlayerprivate
UpdateModel(void)idEntity
UpdateModelTransform(void)idEntity
UpdateObjectiveInfo(void)idPlayerprivate
UpdatePDAInfo(bool updatePDASel)idPlayerprivate
UpdatePlayerIcons(void)idPlayervirtual
UpdatePowerUps(void)idPlayerprivate
UpdatePVSAreas(const idVec3 &pos)idEntity
UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView)idEntity
UpdateScript(void)idActor
UpdateSkinSetup(bool restart)idPlayer
UpdateSound(void)idEntity
UpdateSpectating(void)idPlayerprivate
UpdateViewAngles(void)idPlayerprivate
UpdateVisuals(void)idEntity
UpdateWeapon(void)idPlayerprivate
use_combat_bboxidActorprotected
useInitialSpawnsidPlayer
UseObjects(void)idPlayerprivate
usercmdidPlayer
UserInfoChanged(bool canModify)idPlayer
UseVehicle(void)idPlayerprivate
viewAnglesidPlayer
viewAxisidActor
viewBobidPlayerprivate
viewBobAnglesidPlayerprivate
waitStateidActorprotected
WaitState(void) const idActor
walkIKidActorprotected
wantSpectateidPlayer
weaponidPlayer
Weapon_Combat(void)idPlayerprivate
weapon_fistsidPlayer
Weapon_GUI(void)idPlayerprivate
Weapon_NPC(void)idPlayerprivate
weapon_pdaidPlayer
weapon_soulcubeidPlayer
weaponCatchupidPlayerprivate
weaponEnabledidPlayerprivate
WeaponFireFeedback(const idDict *weaponDef)idPlayer
weaponGoneidPlayer
WeaponLoweringCallback(void)idPlayer
WeaponRisingCallback(void)idPlayer
weaponSwitchTimeidPlayerprivate
WriteBindToSnapshot(idBitMsgDelta &msg) const idEntity
WriteColorToSnapshot(idBitMsgDelta &msg) const idEntity
WriteGUIToSnapshot(idBitMsgDelta &msg) const idEntity
WritePlayerStateToSnapshot(idBitMsgDelta &msg) const idPlayer
WriteToSnapshot(idBitMsgDelta &msg) const idPlayervirtual
xyspeedidPlayerprivate
zoomFovidPlayerprivate
~idActor(void)idActorvirtual
~idAFEntity_Base(void)idAFEntity_Basevirtual
~idAFEntity_Gibbable(void)idAFEntity_Gibbable
~idAnimatedEntity()idAnimatedEntity
~idClass()idClassvirtual
~idEntity()idEntity
~idPlayer()idPlayervirtual