doom3-gpl
Doom 3 GPL source release
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros Pages
Public Types | Public Member Functions | Public Attributes | Static Public Attributes | Private Member Functions | Private Attributes | Static Private Attributes | List of all members
idPlayer Class Reference

#include <Player.h>

Inheritance diagram for idPlayer:
idActor idAFEntity_Gibbable idAFEntity_Base idAnimatedEntity idEntity idClass

Public Types

enum  {
  EVENT_IMPULSE = idEntity::EVENT_MAXEVENTS, EVENT_EXIT_TELEPORTER, EVENT_ABORT_TELEPORTER, EVENT_POWERUP,
  EVENT_SPECTATE, EVENT_MAXEVENTS
}
 
- 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 }
 

Public Member Functions

 CLASS_PROTOTYPE (idPlayer)
 
 idPlayer ()
 
virtual ~idPlayer ()
 
void Spawn (void)
 
void Think (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
virtual void Hide (void)
 
virtual void Show (void)
 
void Init (void)
 
void PrepareForRestart (void)
 
virtual void Restart (void)
 
void LinkScriptVariables (void)
 
void SetupWeaponEntity (void)
 
void SelectInitialSpawnPoint (idVec3 &origin, idAngles &angles)
 
void SpawnFromSpawnSpot (void)
 
void SpawnToPoint (const idVec3 &spawn_origin, const idAngles &spawn_angles)
 
void SetClipModel (void)
 
void SavePersistantInfo (void)
 
void RestorePersistantInfo (void)
 
void SetLevelTrigger (const char *levelName, const char *triggerName)
 
bool UserInfoChanged (bool canModify)
 
idDictGetUserInfo (void)
 
bool BalanceTDM (void)
 
void CacheWeapons (void)
 
void EnterCinematic (void)
 
void ExitCinematic (void)
 
bool HandleESC (void)
 
bool SkipCinematic (void)
 
void UpdateConditions (void)
 
void SetViewAngles (const idAngles &angles)
 
void UpdateDeltaViewAngles (const idAngles &angles)
 
virtual bool Collide (const trace_t &collision, const idVec3 &velocity)
 
virtual void GetAASLocation (idAAS *aas, idVec3 &pos, int &areaNum) const
 
virtual void GetAIAimTargets (const idVec3 &lastSightPos, idVec3 &headPos, idVec3 &chestPos)
 
virtual void DamageFeedback (idEntity *victim, idEntity *inflictor, int &damage)
 
void CalcDamagePoints (idEntity *inflictor, idEntity *attacker, const idDict *damageDef, const float damageScale, const int location, int *health, int *armor)
 
virtual void Damage (idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)
 
virtual void Teleport (const idVec3 &origin, const idAngles &angles, idEntity *destination)
 
void Kill (bool delayRespawn, bool nodamage)
 
virtual void Killed (idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)
 
void StartFxOnBone (const char *fx, const char *bone)
 
renderView_tGetRenderView (void)
 
void CalculateRenderView (void)
 
void CalculateFirstPersonView (void)
 
void DrawHUD (idUserInterface *hud)
 
void WeaponFireFeedback (const idDict *weaponDef)
 
float DefaultFov (void) const
 
float CalcFov (bool honorZoom)
 
void CalculateViewWeaponPos (idVec3 &origin, idMat3 &axis)
 
idVec3 GetEyePosition (void) const
 
void GetViewPos (idVec3 &origin, idMat3 &axis) const
 
void OffsetThirdPersonView (float angle, float range, float height, bool clip)
 
bool Give (const char *statname, const char *value)
 
bool GiveItem (idItem *item)
 
void GiveItem (const char *name)
 
void GiveHealthPool (float amt)
 
bool GiveInventoryItem (idDict *item)
 
void RemoveInventoryItem (idDict *item)
 
bool GiveInventoryItem (const char *name)
 
void RemoveInventoryItem (const char *name)
 
idDictFindInventoryItem (const char *name)
 
void GivePDA (const char *pdaName, idDict *item)
 
void GiveVideo (const char *videoName, idDict *item)
 
void GiveEmail (const char *emailName)
 
void GiveSecurity (const char *security)
 
void GiveObjective (const char *title, const char *text, const char *screenshot)
 
void CompleteObjective (const char *title)
 
bool GivePowerUp (int powerup, int time)
 
void ClearPowerUps (void)
 
bool PowerUpActive (int powerup) const
 
float PowerUpModifier (int type)
 
int SlotForWeapon (const char *weaponName)
 
void Reload (void)
 
void NextWeapon (void)
 
void NextBestWeapon (void)
 
void PrevWeapon (void)
 
void SelectWeapon (int num, bool force)
 
void DropWeapon (bool died)
 
void StealWeapon (idPlayer *player)
 
void AddProjectilesFired (int count)
 
void AddProjectileHits (int count)
 
void SetLastHitTime (int time)
 
void LowerWeapon (void)
 
void RaiseWeapon (void)
 
void WeaponLoweringCallback (void)
 
void WeaponRisingCallback (void)
 
void RemoveWeapon (const char *weap)
 
bool CanShowWeaponViewmodel (void) const
 
void AddAIKill (void)
 
void SetSoulCubeProjectile (idProjectile *projectile)
 
void AdjustHeartRate (int target, float timeInSecs, float delay, bool force)
 
void SetCurrentHeartRate (void)
 
int GetBaseHeartRate (void)
 
void UpdateAir (void)
 
virtual bool HandleSingleGuiCommand (idEntity *entityGui, idLexer *src)
 
bool GuiActive (void)
 
void PerformImpulse (int impulse)
 
void Spectate (bool spectate)
 
void TogglePDA (void)
 
void ToggleScoreboard (void)
 
void RouteGuiMouse (idUserInterface *gui)
 
void UpdateHud (void)
 
const idDeclPDAGetPDA (void) const
 
const idDeclVideoGetVideo (int index)
 
void SetInfluenceFov (float fov)
 
void SetInfluenceView (const char *mtr, const char *skinname, float radius, idEntity *ent)
 
void SetInfluenceLevel (int level)
 
int GetInfluenceLevel (void)
 
void SetPrivateCameraView (idCamera *camView)
 
idCameraGetPrivateCameraView (void) const
 
void StartFxFov (float duration)
 
void UpdateHudWeapon (bool flashWeapon=true)
 
void UpdateHudStats (idUserInterface *hud)
 
void UpdateHudAmmo (idUserInterface *hud)
 
void Event_StopAudioLog (void)
 
void StartAudioLog (void)
 
void StopAudioLog (void)
 
void ShowTip (const char *title, const char *tip, bool autoHide)
 
void HideTip (void)
 
bool IsTipVisible (void)
 
void ShowObjective (const char *obj)
 
void HideObjective (void)
 
virtual void ClientPredictionThink (void)
 
virtual void WriteToSnapshot (idBitMsgDelta &msg) const
 
virtual void ReadFromSnapshot (const idBitMsgDelta &msg)
 
void WritePlayerStateToSnapshot (idBitMsgDelta &msg) const
 
void ReadPlayerStateFromSnapshot (const idBitMsgDelta &msg)
 
virtual bool ServerReceiveEvent (int event, int time, const idBitMsg &msg)
 
virtual bool GetPhysicsToVisualTransform (idVec3 &origin, idMat3 &axis)
 
virtual bool GetPhysicsToSoundTransform (idVec3 &origin, idMat3 &axis)
 
virtual bool ClientReceiveEvent (int event, int time, const idBitMsg &msg)
 
bool IsReady (void)
 
bool IsRespawning (void)
 
bool IsInTeleport (void)
 
idEntityGetInfluenceEntity (void)
 
const idMaterialGetInfluenceMaterial (void)
 
float GetInfluenceRadius (void)
 
void ServerSpectate (bool spectate)
 
idPhysicsGetPlayerPhysics (void)
 
void TeleportDeath (int killer)
 
void SetLeader (bool lead)
 
bool IsLeader (void)
 
void UpdateSkinSetup (bool restart)
 
bool OnLadder (void) const
 
virtual void UpdatePlayerIcons (void)
 
virtual void DrawPlayerIcons (void)
 
virtual void HidePlayerIcons (void)
 
bool NeedsIcon (void)
 
bool SelfSmooth (void)
 
void SetSelfSmooth (bool b)
 
- Public Member Functions inherited from idActor
 CLASS_PROTOTYPE (idActor)
 
 idActor (void)
 
virtual ~idActor (void)
 
void Spawn (void)
 
void Save (idSaveGame *savefile) const
 
void Restore (idRestoreGame *savefile)
 
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)
 
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
 
void SetFOV (float fov)
 
bool CheckFOV (const idVec3 &pos) const
 
bool CanSee (idEntity *ent, bool useFOV) const
 
bool PointVisible (const idVec3 &point) const
 
void SetupDamageGroups (void)
 
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 ()
 
void Attach (idEntity *ent)
 
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 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 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)
 
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)
 
- 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 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)
 
void FindTargets (void)
 
void RemoveNullTargets (void)
 
void ActivateTargets (idEntity *activator) const
 
bool TouchTriggers (void) const
 
idCurve_Spline< idVec3 > * GetSpline (void) const
 
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

usercmd_t usercmd
 
class idPlayerView playerView
 
bool noclip
 
bool godmode
 
bool spawnAnglesSet
 
idAngles spawnAngles
 
idAngles viewAngles
 
idAngles cmdAngles
 
int buttonMask
 
int oldButtons
 
int oldFlags
 
int lastHitTime
 
int lastSndHitTime
 
int lastSavingThrowTime
 
idScriptBool AI_FORWARD
 
idScriptBool AI_BACKWARD
 
idScriptBool AI_STRAFE_LEFT
 
idScriptBool AI_STRAFE_RIGHT
 
idScriptBool AI_ATTACK_HELD
 
idScriptBool AI_WEAPON_FIRED
 
idScriptBool AI_JUMP
 
idScriptBool AI_CROUCH
 
idScriptBool AI_ONGROUND
 
idScriptBool AI_ONLADDER
 
idScriptBool AI_DEAD
 
idScriptBool AI_RUN
 
idScriptBool AI_PAIN
 
idScriptBool AI_HARDLANDING
 
idScriptBool AI_SOFTLANDING
 
idScriptBool AI_RELOAD
 
idScriptBool AI_TELEPORT
 
idScriptBool AI_TURN_LEFT
 
idScriptBool AI_TURN_RIGHT
 
idInventory inventory
 
idEntityPtr< idWeaponweapon
 
idUserInterfacehud
 
idUserInterfaceobjectiveSystem
 
bool objectiveSystemOpen
 
int weapon_soulcube
 
int weapon_pda
 
int weapon_fists
 
int heartRate
 
idInterpolate< floatheartInfo
 
int lastHeartAdjust
 
int lastHeartBeat
 
int lastDmgTime
 
int deathClearContentsTime
 
bool doingDeathSkin
 
int lastArmorPulse
 
float stamina
 
float healthPool
 
int nextHealthPulse
 
bool healthPulse
 
bool healthTake
 
int nextHealthTake
 
bool hiddenWeapon
 
idEntityPtr< idProjectilesoulCubeProjectile
 
int spectator
 
idVec3 colorBar
 
int colorBarIndex
 
bool scoreBoardOpen
 
bool forceScoreBoard
 
bool forceRespawn
 
bool spectating
 
int lastSpectateTeleport
 
bool lastHitToggle
 
bool forcedReady
 
bool wantSpectate
 
bool weaponGone
 
bool useInitialSpawns
 
int latchedTeam
 
int tourneyRank
 
int tourneyLine
 
int spawnedTime
 
idEntityPtr< idEntityteleportEntity
 
int teleportKiller
 
bool lastManOver
 
bool lastManPlayAgain
 
bool lastManPresent
 
bool isLagged
 
bool isChatting
 
int minRespawnTime
 
int maxRespawnTime
 
idVec3 firstPersonViewOrigin
 
idMat3 firstPersonViewAxis
 
idDragEntity dragEntity
 
- Public Attributes inherited from idActor
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
 

Static Public Attributes

static idVec3 colorBarTable [5]
 
- Static Public Attributes inherited from idEntity
static const int MAX_PVS_AREAS = 4
 

Private Member Functions

void LookAtKiller (idEntity *inflictor, idEntity *attacker)
 
void StopFiring (void)
 
void FireWeapon (void)
 
void Weapon_Combat (void)
 
void Weapon_NPC (void)
 
void Weapon_GUI (void)
 
void UpdateWeapon (void)
 
void UpdateSpectating (void)
 
void SpectateFreeFly (bool force)
 
void SpectateCycle (void)
 
idAngles GunTurningOffset (void)
 
idVec3 GunAcceleratingOffset (void)
 
void UseObjects (void)
 
void CrashLand (const idVec3 &oldOrigin, const idVec3 &oldVelocity)
 
void BobCycle (const idVec3 &pushVelocity)
 
void UpdateViewAngles (void)
 
void EvaluateControls (void)
 
void AdjustSpeed (void)
 
void AdjustBodyAngles (void)
 
void InitAASLocation (void)
 
void SetAASLocation (void)
 
void Move (void)
 
void UpdatePowerUps (void)
 
void UpdateDeathSkin (bool state_hitch)
 
void ClearPowerup (int i)
 
void SetSpectateOrigin (void)
 
void ClearFocus (void)
 
void UpdateFocus (void)
 
void UpdateLocation (void)
 
idUserInterfaceActiveGui (void)
 
void UpdatePDAInfo (bool updatePDASel)
 
int AddGuiPDAData (const declType_t dataType, const char *listName, const idDeclPDA *src, idUserInterface *gui)
 
void ExtractEmailInfo (const idStr &email, const char *scan, idStr &out)
 
void UpdateObjectiveInfo (void)
 
void UseVehicle (void)
 
void Event_GetButtons (void)
 
void Event_GetMove (void)
 
void Event_GetViewAngles (void)
 
void Event_StopFxFov (void)
 
void Event_EnableWeapon (void)
 
void Event_DisableWeapon (void)
 
void Event_GetCurrentWeapon (void)
 
void Event_GetPreviousWeapon (void)
 
void Event_SelectWeapon (const char *weaponName)
 
void Event_GetWeaponEntity (void)
 
void Event_OpenPDA (void)
 
void Event_PDAAvailable (void)
 
void Event_InPDA (void)
 
void Event_ExitTeleporter (void)
 
void Event_HideTip (void)
 
void Event_LevelTrigger (void)
 
void Event_Gibbed (void)
 

Private Attributes

jointHandle_t hipJoint
 
jointHandle_t chestJoint
 
jointHandle_t headJoint
 
idPhysics_Player physicsObj
 
idList< aasLocation_taasLocation
 
int bobFoot
 
float bobFrac
 
float bobfracsin
 
int bobCycle
 
float xyspeed
 
int stepUpTime
 
float stepUpDelta
 
float idealLegsYaw
 
float legsYaw
 
bool legsForward
 
float oldViewYaw
 
idAngles viewBobAngles
 
idVec3 viewBob
 
int landChange
 
int landTime
 
int currentWeapon
 
int idealWeapon
 
int previousWeapon
 
int weaponSwitchTime
 
bool weaponEnabled
 
bool showWeaponViewModel
 
const idDeclSkinskin
 
const idDeclSkinpowerUpSkin
 
idStr baseSkinName
 
int numProjectilesFired
 
int numProjectileHits
 
bool airless
 
int airTics
 
int lastAirDamage
 
bool gibDeath
 
bool gibsLaunched
 
idVec3 gibsDir
 
idInterpolate< floatzoomFov
 
idInterpolate< floatcenterView
 
bool fxFov
 
float influenceFov
 
int influenceActive
 
idEntityinfluenceEntity
 
const idMaterialinfluenceMaterial
 
float influenceRadius
 
const idDeclSkininfluenceSkin
 
idCameraprivateCameraView
 
idAngles loggedViewAngles [NUM_LOGGED_VIEW_ANGLES]
 
loggedAccel_t loggedAccel [NUM_LOGGED_ACCELS]
 
int currentLoggedAccel
 
idEntityfocusGUIent
 
idUserInterfacefocusUI
 
idAIfocusCharacter
 
int talkCursor
 
int focusTime
 
idAFEntity_VehiclefocusVehicle
 
idUserInterfacecursor
 
int oldMouseX
 
int oldMouseY
 
idStr pdaAudio
 
idStr pdaVideo
 
idStr pdaVideoWave
 
bool tipUp
 
bool objectiveUp
 
int lastDamageDef
 
idVec3 lastDamageDir
 
int lastDamageLocation
 
int smoothedFrame
 
bool smoothedOriginUpdated
 
idVec3 smoothedOrigin
 
idAngles smoothedAngles
 
bool ready
 
bool respawning
 
bool leader
 
int lastSpectateChange
 
int lastTeleFX
 
unsigned int lastSnapshotSequence
 
bool weaponCatchup
 
int MPAim
 
int lastMPAim
 
int lastMPAimTime
 
int MPAimFadeTime
 
bool MPAimHighlight
 
bool isTelefragged
 
idPlayerIcon playerIcon
 
bool selfSmooth
 

Static Private Attributes

static const int NUM_LOGGED_VIEW_ANGLES = 64
 
static const int NUM_LOGGED_ACCELS = 16
 

Additional Inherited Members

- 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)
 
- Protected Member Functions inherited from idActor
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 inherited from idActor
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
 

Detailed Description

Definition at line 235 of file Player.h.

Member Enumeration Documentation

anonymous enum
Enumerator
EVENT_IMPULSE 
EVENT_EXIT_TELEPORTER 
EVENT_ABORT_TELEPORTER 
EVENT_POWERUP 
EVENT_SPECTATE 
EVENT_MAXEVENTS 

Definition at line 237 of file Player.h.

Constructor & Destructor Documentation

idPlayer::idPlayer ( )
virtual idPlayer::~idPlayer ( )
virtual

Member Function Documentation

idUserInterface* idPlayer::ActiveGui ( void  )
private
void idPlayer::AddAIKill ( void  )
int idPlayer::AddGuiPDAData ( const declType_t  dataType,
const char *  listName,
const idDeclPDA src,
idUserInterface gui 
)
private
void idPlayer::AddProjectileHits ( int  count)
void idPlayer::AddProjectilesFired ( int  count)
void idPlayer::AdjustBodyAngles ( void  )
private
void idPlayer::AdjustHeartRate ( int  target,
float  timeInSecs,
float  delay,
bool  force 
)
void idPlayer::AdjustSpeed ( void  )
private
bool idPlayer::BalanceTDM ( void  )
void idPlayer::BobCycle ( const idVec3 pushVelocity)
private
void idPlayer::CacheWeapons ( void  )
void idPlayer::CalcDamagePoints ( idEntity inflictor,
idEntity attacker,
const idDict damageDef,
const float  damageScale,
const int  location,
int health,
int armor 
)
float idPlayer::CalcFov ( bool  honorZoom)
void idPlayer::CalculateFirstPersonView ( void  )
void idPlayer::CalculateRenderView ( void  )
void idPlayer::CalculateViewWeaponPos ( idVec3 origin,
idMat3 axis 
)
bool idPlayer::CanShowWeaponViewmodel ( void  ) const
idPlayer::CLASS_PROTOTYPE ( idPlayer  )
void idPlayer::ClearFocus ( void  )
private
void idPlayer::ClearPowerup ( int  i)
private
void idPlayer::ClearPowerUps ( void  )
virtual void idPlayer::ClientPredictionThink ( void  )
virtual

Reimplemented from idAnimatedEntity.

virtual bool idPlayer::ClientReceiveEvent ( int  event,
int  time,
const idBitMsg msg 
)
virtual

Reimplemented from idAnimatedEntity.

virtual bool idPlayer::Collide ( const trace_t collision,
const idVec3 velocity 
)
virtual

Reimplemented from idAFEntity_Base.

void idPlayer::CompleteObjective ( const char *  title)
void idPlayer::CrashLand ( const idVec3 oldOrigin,
const idVec3 oldVelocity 
)
private
virtual void idPlayer::Damage ( idEntity inflictor,
idEntity attacker,
const idVec3 dir,
const char *  damageDefName,
const float  damageScale,
const int  location 
)
virtual

Reimplemented from idActor.

virtual void idPlayer::DamageFeedback ( idEntity victim,
idEntity inflictor,
int damage 
)
virtual

Reimplemented from idEntity.

float idPlayer::DefaultFov ( void  ) const
void idPlayer::DrawHUD ( idUserInterface hud)
virtual void idPlayer::DrawPlayerIcons ( void  )
virtual
void idPlayer::DropWeapon ( bool  died)
void idPlayer::EnterCinematic ( void  )
void idPlayer::EvaluateControls ( void  )
private
void idPlayer::Event_DisableWeapon ( void  )
private
void idPlayer::Event_EnableWeapon ( void  )
private
void idPlayer::Event_ExitTeleporter ( void  )
private
void idPlayer::Event_GetButtons ( void  )
private
void idPlayer::Event_GetCurrentWeapon ( void  )
private
void idPlayer::Event_GetMove ( void  )
private
void idPlayer::Event_GetPreviousWeapon ( void  )
private
void idPlayer::Event_GetViewAngles ( void  )
private
void idPlayer::Event_GetWeaponEntity ( void  )
private
void idPlayer::Event_Gibbed ( void  )
private
void idPlayer::Event_HideTip ( void  )
private
void idPlayer::Event_InPDA ( void  )
private
void idPlayer::Event_LevelTrigger ( void  )
private
void idPlayer::Event_OpenPDA ( void  )
private
void idPlayer::Event_PDAAvailable ( void  )
private
void idPlayer::Event_SelectWeapon ( const char *  weaponName)
private
void idPlayer::Event_StopAudioLog ( void  )
void idPlayer::Event_StopFxFov ( void  )
private
void idPlayer::ExitCinematic ( void  )
void idPlayer::ExtractEmailInfo ( const idStr email,
const char *  scan,
idStr out 
)
private
idDict* idPlayer::FindInventoryItem ( const char *  name)
void idPlayer::FireWeapon ( void  )
private
virtual void idPlayer::GetAASLocation ( idAAS aas,
idVec3 pos,
int areaNum 
) const
virtual

Reimplemented from idActor.

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

Reimplemented from idActor.

int idPlayer::GetBaseHeartRate ( void  )
idVec3 idPlayer::GetEyePosition ( void  ) const
idEntity* idPlayer::GetInfluenceEntity ( void  )
inline

Definition at line 567 of file Player.h.

int idPlayer::GetInfluenceLevel ( void  )
inline

Definition at line 535 of file Player.h.

const idMaterial* idPlayer::GetInfluenceMaterial ( void  )
inline

Definition at line 568 of file Player.h.

float idPlayer::GetInfluenceRadius ( void  )
inline

Definition at line 569 of file Player.h.

const idDeclPDA* idPlayer::GetPDA ( void  ) const
virtual bool idPlayer::GetPhysicsToSoundTransform ( idVec3 origin,
idMat3 axis 
)
virtual

Reimplemented from idActor.

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

Reimplemented from idActor.

ID_INLINE idPhysics * idPlayer::GetPlayerPhysics ( void  )

Definition at line 815 of file Player.h.

idCamera* idPlayer::GetPrivateCameraView ( void  ) const
inline

Definition at line 537 of file Player.h.

renderView_t* idPlayer::GetRenderView ( void  )
virtual

Reimplemented from idActor.

idDict* idPlayer::GetUserInfo ( void  )
const idDeclVideo* idPlayer::GetVideo ( int  index)
void idPlayer::GetViewPos ( idVec3 origin,
idMat3 axis 
) const
virtual

Reimplemented from idActor.

bool idPlayer::Give ( const char *  statname,
const char *  value 
)
void idPlayer::GiveEmail ( const char *  emailName)
void idPlayer::GiveHealthPool ( float  amt)
bool idPlayer::GiveInventoryItem ( idDict item)
bool idPlayer::GiveInventoryItem ( const char *  name)
bool idPlayer::GiveItem ( idItem item)
void idPlayer::GiveItem ( const char *  name)
void idPlayer::GiveObjective ( const char *  title,
const char *  text,
const char *  screenshot 
)
void idPlayer::GivePDA ( const char *  pdaName,
idDict item 
)
bool idPlayer::GivePowerUp ( int  powerup,
int  time 
)
void idPlayer::GiveSecurity ( const char *  security)
void idPlayer::GiveVideo ( const char *  videoName,
idDict item 
)
bool idPlayer::GuiActive ( void  )
inline

Definition at line 522 of file Player.h.

idVec3 idPlayer::GunAcceleratingOffset ( void  )
private
idAngles idPlayer::GunTurningOffset ( void  )
private
bool idPlayer::HandleESC ( void  )
virtual bool idPlayer::HandleSingleGuiCommand ( idEntity entityGui,
idLexer src 
)
virtual

Reimplemented from idEntity.

virtual void idPlayer::Hide ( void  )
virtual

Reimplemented from idActor.

void idPlayer::HideObjective ( void  )
virtual void idPlayer::HidePlayerIcons ( void  )
virtual
void idPlayer::HideTip ( void  )
void idPlayer::Init ( void  )
void idPlayer::InitAASLocation ( void  )
private
ID_INLINE bool idPlayer::IsInTeleport ( void  )

Definition at line 819 of file Player.h.

ID_INLINE bool idPlayer::IsLeader ( void  )

Definition at line 827 of file Player.h.

ID_INLINE bool idPlayer::IsReady ( void  )

Definition at line 807 of file Player.h.

ID_INLINE bool idPlayer::IsRespawning ( void  )

Definition at line 811 of file Player.h.

bool idPlayer::IsTipVisible ( void  )
inline

Definition at line 547 of file Player.h.

void idPlayer::Kill ( bool  delayRespawn,
bool  nodamage 
)
virtual void idPlayer::Killed ( idEntity inflictor,
idEntity attacker,
int  damage,
const idVec3 dir,
int  location 
)
virtual

Reimplemented from idEntity.

void idPlayer::LinkScriptVariables ( void  )
void idPlayer::LookAtKiller ( idEntity inflictor,
idEntity attacker 
)
private
void idPlayer::LowerWeapon ( void  )
void idPlayer::Move ( void  )
private
bool idPlayer::NeedsIcon ( void  )
void idPlayer::NextBestWeapon ( void  )
void idPlayer::NextWeapon ( void  )
void idPlayer::OffsetThirdPersonView ( float  angle,
float  range,
float  height,
bool  clip 
)
bool idPlayer::OnLadder ( void  ) const
virtual

Reimplemented from idActor.

void idPlayer::PerformImpulse ( int  impulse)
bool idPlayer::PowerUpActive ( int  powerup) const
float idPlayer::PowerUpModifier ( int  type)
void idPlayer::PrepareForRestart ( void  )
void idPlayer::PrevWeapon ( void  )
void idPlayer::RaiseWeapon ( void  )
virtual void idPlayer::ReadFromSnapshot ( const idBitMsgDelta msg)
virtual

Reimplemented from idEntity.

void idPlayer::ReadPlayerStateFromSnapshot ( const idBitMsgDelta msg)
void idPlayer::Reload ( void  )
void idPlayer::RemoveInventoryItem ( idDict item)
void idPlayer::RemoveInventoryItem ( const char *  name)
void idPlayer::RemoveWeapon ( const char *  weap)
virtual void idPlayer::Restart ( void  )
virtual

Reimplemented from idActor.

void idPlayer::Restore ( idRestoreGame savefile)
void idPlayer::RestorePersistantInfo ( void  )
void idPlayer::RouteGuiMouse ( idUserInterface gui)
void idPlayer::Save ( idSaveGame savefile) const
void idPlayer::SavePersistantInfo ( void  )
void idPlayer::SelectInitialSpawnPoint ( idVec3 origin,
idAngles angles 
)
void idPlayer::SelectWeapon ( int  num,
bool  force 
)
ID_INLINE bool idPlayer::SelfSmooth ( void  )

Definition at line 831 of file Player.h.

virtual bool idPlayer::ServerReceiveEvent ( int  event,
int  time,
const idBitMsg msg 
)
virtual

Reimplemented from idEntity.

void idPlayer::ServerSpectate ( bool  spectate)
void idPlayer::SetAASLocation ( void  )
private
void idPlayer::SetClipModel ( void  )
void idPlayer::SetCurrentHeartRate ( void  )
void idPlayer::SetInfluenceFov ( float  fov)
void idPlayer::SetInfluenceLevel ( int  level)
void idPlayer::SetInfluenceView ( const char *  mtr,
const char *  skinname,
float  radius,
idEntity ent 
)
void idPlayer::SetLastHitTime ( int  time)
ID_INLINE void idPlayer::SetLeader ( bool  lead)

Definition at line 823 of file Player.h.

void idPlayer::SetLevelTrigger ( const char *  levelName,
const char *  triggerName 
)
void idPlayer::SetPrivateCameraView ( idCamera camView)
ID_INLINE void idPlayer::SetSelfSmooth ( bool  b)

Definition at line 835 of file Player.h.

void idPlayer::SetSoulCubeProjectile ( idProjectile projectile)
void idPlayer::SetSpectateOrigin ( void  )
private
void idPlayer::SetupWeaponEntity ( void  )
void idPlayer::SetViewAngles ( const idAngles angles)
virtual void idPlayer::Show ( void  )
virtual

Reimplemented from idActor.

void idPlayer::ShowObjective ( const char *  obj)
void idPlayer::ShowTip ( const char *  title,
const char *  tip,
bool  autoHide 
)
bool idPlayer::SkipCinematic ( void  )
int idPlayer::SlotForWeapon ( const char *  weaponName)
void idPlayer::Spawn ( void  )
void idPlayer::SpawnFromSpawnSpot ( void  )
void idPlayer::SpawnToPoint ( const idVec3 spawn_origin,
const idAngles spawn_angles 
)
void idPlayer::Spectate ( bool  spectate)
void idPlayer::SpectateCycle ( void  )
private
void idPlayer::SpectateFreeFly ( bool  force)
private
void idPlayer::StartAudioLog ( void  )
void idPlayer::StartFxFov ( float  duration)
void idPlayer::StartFxOnBone ( const char *  fx,
const char *  bone 
)
void idPlayer::StealWeapon ( idPlayer player)
void idPlayer::StopAudioLog ( void  )
void idPlayer::StopFiring ( void  )
private
virtual void idPlayer::Teleport ( const idVec3 origin,
const idAngles angles,
idEntity destination 
)
virtual

Reimplemented from idActor.

void idPlayer::TeleportDeath ( int  killer)
void idPlayer::Think ( void  )
virtual

Reimplemented from idAFEntity_Base.

void idPlayer::TogglePDA ( void  )
void idPlayer::ToggleScoreboard ( void  )
void idPlayer::UpdateAir ( void  )
void idPlayer::UpdateConditions ( void  )
void idPlayer::UpdateDeathSkin ( bool  state_hitch)
private
void idPlayer::UpdateDeltaViewAngles ( const idAngles angles)
void idPlayer::UpdateFocus ( void  )
private
void idPlayer::UpdateHud ( void  )
void idPlayer::UpdateHudAmmo ( idUserInterface hud)
void idPlayer::UpdateHudStats ( idUserInterface hud)
void idPlayer::UpdateHudWeapon ( bool  flashWeapon = true)
void idPlayer::UpdateLocation ( void  )
private
void idPlayer::UpdateObjectiveInfo ( void  )
private
void idPlayer::UpdatePDAInfo ( bool  updatePDASel)
private
virtual void idPlayer::UpdatePlayerIcons ( void  )
virtual
void idPlayer::UpdatePowerUps ( void  )
private
void idPlayer::UpdateSkinSetup ( bool  restart)
void idPlayer::UpdateSpectating ( void  )
private
void idPlayer::UpdateViewAngles ( void  )
private
void idPlayer::UpdateWeapon ( void  )
private
void idPlayer::UseObjects ( void  )
private
bool idPlayer::UserInfoChanged ( bool  canModify)
void idPlayer::UseVehicle ( void  )
private
void idPlayer::Weapon_Combat ( void  )
private
void idPlayer::Weapon_GUI ( void  )
private
void idPlayer::Weapon_NPC ( void  )
private
void idPlayer::WeaponFireFeedback ( const idDict weaponDef)
void idPlayer::WeaponLoweringCallback ( void  )
void idPlayer::WeaponRisingCallback ( void  )
void idPlayer::WritePlayerStateToSnapshot ( idBitMsgDelta msg) const
virtual void idPlayer::WriteToSnapshot ( idBitMsgDelta msg) const
virtual

Reimplemented from idEntity.

Member Data Documentation

idList<aasLocation_t> idPlayer::aasLocation
private

Definition at line 616 of file Player.h.

idScriptBool idPlayer::AI_ATTACK_HELD

Definition at line 273 of file Player.h.

idScriptBool idPlayer::AI_BACKWARD

Definition at line 270 of file Player.h.

idScriptBool idPlayer::AI_CROUCH

Definition at line 276 of file Player.h.

idScriptBool idPlayer::AI_DEAD

Definition at line 279 of file Player.h.

idScriptBool idPlayer::AI_FORWARD

Definition at line 269 of file Player.h.

idScriptBool idPlayer::AI_HARDLANDING

Definition at line 282 of file Player.h.

idScriptBool idPlayer::AI_JUMP

Definition at line 275 of file Player.h.

idScriptBool idPlayer::AI_ONGROUND

Definition at line 277 of file Player.h.

idScriptBool idPlayer::AI_ONLADDER

Definition at line 278 of file Player.h.

idScriptBool idPlayer::AI_PAIN

Definition at line 281 of file Player.h.

idScriptBool idPlayer::AI_RELOAD

Definition at line 284 of file Player.h.

idScriptBool idPlayer::AI_RUN

Definition at line 280 of file Player.h.

idScriptBool idPlayer::AI_SOFTLANDING

Definition at line 283 of file Player.h.

idScriptBool idPlayer::AI_STRAFE_LEFT

Definition at line 271 of file Player.h.

idScriptBool idPlayer::AI_STRAFE_RIGHT

Definition at line 272 of file Player.h.

idScriptBool idPlayer::AI_TELEPORT

Definition at line 285 of file Player.h.

idScriptBool idPlayer::AI_TURN_LEFT

Definition at line 286 of file Player.h.

idScriptBool idPlayer::AI_TURN_RIGHT

Definition at line 287 of file Player.h.

idScriptBool idPlayer::AI_WEAPON_FIRED

Definition at line 274 of file Player.h.

bool idPlayer::airless
private

Definition at line 648 of file Player.h.

int idPlayer::airTics
private

Definition at line 649 of file Player.h.

idStr idPlayer::baseSkinName
private

Definition at line 643 of file Player.h.

int idPlayer::bobCycle
private

Definition at line 621 of file Player.h.

int idPlayer::bobFoot
private

Definition at line 618 of file Player.h.

float idPlayer::bobFrac
private

Definition at line 619 of file Player.h.

float idPlayer::bobfracsin
private

Definition at line 620 of file Player.h.

int idPlayer::buttonMask

Definition at line 261 of file Player.h.

idInterpolate<float> idPlayer::centerView
private

Definition at line 657 of file Player.h.

jointHandle_t idPlayer::chestJoint
private

Definition at line 611 of file Player.h.

idAngles idPlayer::cmdAngles

Definition at line 259 of file Player.h.

idVec3 idPlayer::colorBar

Definition at line 335 of file Player.h.

int idPlayer::colorBarIndex

Definition at line 336 of file Player.h.

idVec3 idPlayer::colorBarTable
static
Initial value:
= {
idVec3( 0.25f, 0.25f, 0.25f ),
idVec3( 1.00f, 0.00f, 0.00f ),
idVec3( 0.00f, 0.80f, 0.10f ),
idVec3( 0.20f, 0.50f, 0.80f ),
idVec3( 1.00f, 0.80f, 0.10f )
}

Definition at line 331 of file Player.h.

int idPlayer::currentLoggedAccel
private

Definition at line 673 of file Player.h.

int idPlayer::currentWeapon
private

Definition at line 634 of file Player.h.

idUserInterface* idPlayer::cursor
private

Definition at line 682 of file Player.h.

int idPlayer::deathClearContentsTime

Definition at line 313 of file Player.h.

bool idPlayer::doingDeathSkin

Definition at line 314 of file Player.h.

idDragEntity idPlayer::dragEntity

Definition at line 373 of file Player.h.

idMat3 idPlayer::firstPersonViewAxis

Definition at line 371 of file Player.h.

idVec3 idPlayer::firstPersonViewOrigin

Definition at line 370 of file Player.h.

idAI* idPlayer::focusCharacter
private

Definition at line 678 of file Player.h.

idEntity* idPlayer::focusGUIent
private

Definition at line 676 of file Player.h.

int idPlayer::focusTime
private

Definition at line 680 of file Player.h.

idUserInterface* idPlayer::focusUI
private

Definition at line 677 of file Player.h.

idAFEntity_Vehicle* idPlayer::focusVehicle
private

Definition at line 681 of file Player.h.

bool idPlayer::forcedReady

Definition at line 343 of file Player.h.

bool idPlayer::forceRespawn

Definition at line 339 of file Player.h.

bool idPlayer::forceScoreBoard

Definition at line 338 of file Player.h.

bool idPlayer::fxFov
private

Definition at line 658 of file Player.h.

bool idPlayer::gibDeath
private

Definition at line 652 of file Player.h.

idVec3 idPlayer::gibsDir
private

Definition at line 654 of file Player.h.

bool idPlayer::gibsLaunched
private

Definition at line 653 of file Player.h.

bool idPlayer::godmode

Definition at line 254 of file Player.h.

jointHandle_t idPlayer::headJoint
private

Definition at line 612 of file Player.h.

float idPlayer::healthPool

Definition at line 317 of file Player.h.

bool idPlayer::healthPulse

Definition at line 319 of file Player.h.

bool idPlayer::healthTake

Definition at line 320 of file Player.h.

idInterpolate<float> idPlayer::heartInfo

Definition at line 309 of file Player.h.

int idPlayer::heartRate

Definition at line 308 of file Player.h.

bool idPlayer::hiddenWeapon

Definition at line 324 of file Player.h.

jointHandle_t idPlayer::hipJoint
private

Definition at line 610 of file Player.h.

idUserInterface* idPlayer::hud

Definition at line 293 of file Player.h.

float idPlayer::idealLegsYaw
private

Definition at line 625 of file Player.h.

int idPlayer::idealWeapon
private

Definition at line 635 of file Player.h.

int idPlayer::influenceActive
private

Definition at line 661 of file Player.h.

idEntity* idPlayer::influenceEntity
private

Definition at line 662 of file Player.h.

float idPlayer::influenceFov
private

Definition at line 660 of file Player.h.

const idMaterial* idPlayer::influenceMaterial
private

Definition at line 663 of file Player.h.

float idPlayer::influenceRadius
private

Definition at line 664 of file Player.h.

const idDeclSkin* idPlayer::influenceSkin
private

Definition at line 665 of file Player.h.

idInventory idPlayer::inventory

Definition at line 290 of file Player.h.

bool idPlayer::isChatting

Definition at line 362 of file Player.h.

bool idPlayer::isLagged

Definition at line 361 of file Player.h.

bool idPlayer::isTelefragged
private

Definition at line 724 of file Player.h.

int idPlayer::landChange
private

Definition at line 631 of file Player.h.

int idPlayer::landTime
private

Definition at line 632 of file Player.h.

int idPlayer::lastAirDamage
private

Definition at line 650 of file Player.h.

int idPlayer::lastArmorPulse

Definition at line 315 of file Player.h.

int idPlayer::lastDamageDef
private

Definition at line 695 of file Player.h.

idVec3 idPlayer::lastDamageDir
private

Definition at line 696 of file Player.h.

int idPlayer::lastDamageLocation
private

Definition at line 697 of file Player.h.

int idPlayer::lastDmgTime

Definition at line 312 of file Player.h.

int idPlayer::lastHeartAdjust

Definition at line 310 of file Player.h.

int idPlayer::lastHeartBeat

Definition at line 311 of file Player.h.

int idPlayer::lastHitTime

Definition at line 265 of file Player.h.

bool idPlayer::lastHitToggle

Definition at line 342 of file Player.h.

bool idPlayer::lastManOver

Definition at line 358 of file Player.h.

bool idPlayer::lastManPlayAgain

Definition at line 359 of file Player.h.

bool idPlayer::lastManPresent

Definition at line 360 of file Player.h.

int idPlayer::lastMPAim
private

Definition at line 720 of file Player.h.

int idPlayer::lastMPAimTime
private

Definition at line 721 of file Player.h.

int idPlayer::lastSavingThrowTime

Definition at line 267 of file Player.h.

unsigned int idPlayer::lastSnapshotSequence
private

Definition at line 717 of file Player.h.

int idPlayer::lastSndHitTime

Definition at line 266 of file Player.h.

int idPlayer::lastSpectateChange
private

Definition at line 715 of file Player.h.

int idPlayer::lastSpectateTeleport

Definition at line 341 of file Player.h.

int idPlayer::lastTeleFX
private

Definition at line 716 of file Player.h.

int idPlayer::latchedTeam

Definition at line 347 of file Player.h.

bool idPlayer::leader
private

Definition at line 714 of file Player.h.

bool idPlayer::legsForward
private

Definition at line 627 of file Player.h.

float idPlayer::legsYaw
private

Definition at line 626 of file Player.h.

loggedAccel_t idPlayer::loggedAccel[NUM_LOGGED_ACCELS]
private

Definition at line 672 of file Player.h.

idAngles idPlayer::loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]
private

Definition at line 670 of file Player.h.

int idPlayer::maxRespawnTime

Definition at line 366 of file Player.h.

int idPlayer::minRespawnTime

Definition at line 365 of file Player.h.

int idPlayer::MPAim
private

Definition at line 719 of file Player.h.

int idPlayer::MPAimFadeTime
private

Definition at line 722 of file Player.h.

bool idPlayer::MPAimHighlight
private

Definition at line 723 of file Player.h.

int idPlayer::nextHealthPulse

Definition at line 318 of file Player.h.

int idPlayer::nextHealthTake

Definition at line 321 of file Player.h.

bool idPlayer::noclip

Definition at line 253 of file Player.h.

const int idPlayer::NUM_LOGGED_ACCELS = 16
staticprivate

Definition at line 671 of file Player.h.

const int idPlayer::NUM_LOGGED_VIEW_ANGLES = 64
staticprivate

Definition at line 669 of file Player.h.

int idPlayer::numProjectileHits
private

Definition at line 646 of file Player.h.

int idPlayer::numProjectilesFired
private

Definition at line 645 of file Player.h.

idUserInterface* idPlayer::objectiveSystem

Definition at line 294 of file Player.h.

bool idPlayer::objectiveSystemOpen

Definition at line 295 of file Player.h.

bool idPlayer::objectiveUp
private

Definition at line 693 of file Player.h.

int idPlayer::oldButtons

Definition at line 262 of file Player.h.

int idPlayer::oldFlags

Definition at line 263 of file Player.h.

int idPlayer::oldMouseX
private

Definition at line 685 of file Player.h.

int idPlayer::oldMouseY
private

Definition at line 686 of file Player.h.

float idPlayer::oldViewYaw
private

Definition at line 628 of file Player.h.

idStr idPlayer::pdaAudio
private

Definition at line 688 of file Player.h.

idStr idPlayer::pdaVideo
private

Definition at line 689 of file Player.h.

idStr idPlayer::pdaVideoWave
private

Definition at line 690 of file Player.h.

idPhysics_Player idPlayer::physicsObj
private

Definition at line 614 of file Player.h.

idPlayerIcon idPlayer::playerIcon
private

Definition at line 726 of file Player.h.

class idPlayerView idPlayer::playerView

Definition at line 251 of file Player.h.

const idDeclSkin* idPlayer::powerUpSkin
private

Definition at line 642 of file Player.h.

int idPlayer::previousWeapon
private

Definition at line 636 of file Player.h.

idCamera* idPlayer::privateCameraView
private

Definition at line 667 of file Player.h.

bool idPlayer::ready
private

Definition at line 712 of file Player.h.

bool idPlayer::respawning
private

Definition at line 713 of file Player.h.

bool idPlayer::scoreBoardOpen

Definition at line 337 of file Player.h.

bool idPlayer::selfSmooth
private

Definition at line 728 of file Player.h.

bool idPlayer::showWeaponViewModel
private

Definition at line 639 of file Player.h.

const idDeclSkin* idPlayer::skin
private

Definition at line 641 of file Player.h.

idAngles idPlayer::smoothedAngles
private

Definition at line 701 of file Player.h.

int idPlayer::smoothedFrame
private

Definition at line 698 of file Player.h.

idVec3 idPlayer::smoothedOrigin
private

Definition at line 700 of file Player.h.

bool idPlayer::smoothedOriginUpdated
private

Definition at line 699 of file Player.h.

idEntityPtr<idProjectile> idPlayer::soulCubeProjectile

Definition at line 325 of file Player.h.

idAngles idPlayer::spawnAngles

Definition at line 257 of file Player.h.

bool idPlayer::spawnAnglesSet

Definition at line 256 of file Player.h.

int idPlayer::spawnedTime

Definition at line 350 of file Player.h.

bool idPlayer::spectating

Definition at line 340 of file Player.h.

int idPlayer::spectator

Definition at line 334 of file Player.h.

float idPlayer::stamina

Definition at line 316 of file Player.h.

float idPlayer::stepUpDelta
private

Definition at line 624 of file Player.h.

int idPlayer::stepUpTime
private

Definition at line 623 of file Player.h.

int idPlayer::talkCursor
private

Definition at line 679 of file Player.h.

idEntityPtr<idEntity> idPlayer::teleportEntity

Definition at line 356 of file Player.h.

int idPlayer::teleportKiller

Definition at line 357 of file Player.h.

bool idPlayer::tipUp
private

Definition at line 692 of file Player.h.

int idPlayer::tourneyLine

Definition at line 349 of file Player.h.

int idPlayer::tourneyRank

Definition at line 348 of file Player.h.

bool idPlayer::useInitialSpawns

Definition at line 346 of file Player.h.

usercmd_t idPlayer::usercmd

Definition at line 249 of file Player.h.

idAngles idPlayer::viewAngles

Definition at line 258 of file Player.h.

idVec3 idPlayer::viewBob
private

Definition at line 630 of file Player.h.

idAngles idPlayer::viewBobAngles
private

Definition at line 629 of file Player.h.

bool idPlayer::wantSpectate

Definition at line 344 of file Player.h.

idEntityPtr<idWeapon> idPlayer::weapon

Definition at line 292 of file Player.h.

int idPlayer::weapon_fists

Definition at line 299 of file Player.h.

int idPlayer::weapon_pda

Definition at line 298 of file Player.h.

int idPlayer::weapon_soulcube

Definition at line 297 of file Player.h.

bool idPlayer::weaponCatchup
private

Definition at line 718 of file Player.h.

bool idPlayer::weaponEnabled
private

Definition at line 638 of file Player.h.

bool idPlayer::weaponGone

Definition at line 345 of file Player.h.

int idPlayer::weaponSwitchTime
private

Definition at line 637 of file Player.h.

float idPlayer::xyspeed
private

Definition at line 622 of file Player.h.

idInterpolate<float> idPlayer::zoomFov
private

Definition at line 656 of file Player.h.


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