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idWeapon Member List

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

ABSTRACT_PROTOTYPE(idEntity)idEntity
idClass::ABSTRACT_PROTOTYPE(idClass)idClass
ActivatePhysics(idEntity *ent)idEntityvirtual
ActivateTargets(idEntity *activator) const idEntity
activeNodeidEntity
AddContactEntity(idEntity *ent)idEntityvirtual
AddDamageEffect(const trace_t &collision, const idVec3 &velocity, const char *damageDefName)idAnimatedEntityvirtual
AddForce(idEntity *ent, int id, const idVec3 &point, const idVec3 &force)idEntityvirtual
AddLocalDamageEffect(jointHandle_t jointNum, const idVec3 &localPoint, const idVec3 &localNormal, const idVec3 &localDir, const idDeclEntityDef *def, const idMaterial *collisionMaterial)idAnimatedEntity
AlertMonsters(void)idWeaponprivate
allowDropidWeaponprivate
AmmoAvailable(void) const idWeapon
ammoClipidWeaponprivate
AmmoInClip(void) const idWeapon
AmmoRequired(void) const idWeapon
ammoRequiredidWeaponprivate
ammoTypeidWeaponprivate
animatoridAnimatedEntityprotected
animBlendFramesidWeaponprivate
animDoneTimeidWeaponprivate
ApplyImpulse(idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse)idEntityvirtual
barrelJointViewidWeaponprivate
barrelJointWorldidWeaponprivate
BecomeActive(int flags)idEntity
BecomeInactive(int flags)idEntity
BeginAttack(void)idWeapon
berserkidWeaponprivate
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
BloodSplat(float size)idWeapon
brassDelayidWeaponprivate
brassDictidWeaponprivate
CacheWeapon(const char *weaponName)idWeaponstatic
CallSpawn(void)idClass
cameraTargetidEntity
CancelEvents(const idEventDef *ev)idClass
CanDamage(const idVec3 &origin, idVec3 &damagePoint) const idEntityvirtual
CanDrop(void) const idWeapon
CanPlayChatterSounds(void) const idEntityvirtual
CheckDormant(void)idEntity
cinematicidEntity
CLASS_PROTOTYPE(idWeapon)idWeapon
idAnimatedEntity::CLASS_PROTOTYPE(idAnimatedEntity)idAnimatedEntity
Clear(void)idWeapon
ClearPVSAreas(void)idEntity
ClearSignal(idThread *thread, signalNum_t signalnum)idEntity
ClearSignalThread(signalNum_t signalnum, idThread *thread)idEntity
ClientPredictionThink(void)idWeaponvirtual
ClientReceiveEvent(int event, int time, const idBitMsg &msg)idWeaponvirtual
ClientSendEvent(int eventId, const idBitMsg *msg) const idEntity
ClipSize(void) const idWeapon
clipSizeidWeaponprivate
Collide(const trace_t &collision, const idVec3 &velocity)idEntityvirtual
ConstructScriptObject(void)idWeaponvirtual
continuousSmokeidWeaponprivate
ConvertLocalToWorldTransform(idVec3 &offset, idMat3 &axis)idEntity
CreateInstance(const char *name)idClassstatic
Damage(idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location)idEntityvirtual
damageEffectsidAnimatedEntityprotected
DamageFeedback(idEntity *victim, idEntity *inflictor, int &damage)idEntityvirtual
DeconstructScriptObject(void)idWeaponvirtual
disabledidWeaponprivate
DisplayInfo_f(const idCmdArgs &args)idClassstatic
DormantBegin(void)idEntityvirtual
DormantEnd(void)idEntityvirtual
dormantStartidEntity
DropItem(const idVec3 &velocity, int activateDelay, int removeDelay, bool died)idWeapon
ejectJointViewidWeaponprivate
ejectJointWorldidWeaponprivate
EndAttack(void)idWeapon
EnterCinematic(void)idWeapon
entityDefNumberidEntity
entityNumberidEntity
EVENT_ADD_DAMAGE_EFFECT enum valueidAnimatedEntity
Event_AddToClip(int amount)idWeaponprivate
Event_AllowDrop(int allow)idWeaponprivate
Event_AmmoAvailable(void)idWeaponprivate
Event_AmmoInClip(void)idWeaponprivate
Event_AnimDone(int channel, int blendFrames)idWeaponprivate
Event_AutoReload(void)idWeaponprivate
EVENT_CHANGESKIN enum valueidWeapon
Event_Clear(void)idWeaponprivate
Event_ClipSize(void)idWeaponprivate
Event_CreateProjectile(void)idWeaponprivate
Event_EjectBrass(void)idWeaponprivate
EVENT_ENDRELOAD enum valueidWeapon
Event_Flashlight(int enable)idWeaponprivate
Event_GetBlendFrames(int channel)idWeaponprivate
Event_GetLightParm(int parmnum)idWeaponprivate
Event_GetOwner(void)idWeaponprivate
Event_GetWorldModel(void)idWeaponprivate
Event_IsInvisible(void)idWeaponprivate
Event_LaunchProjectiles(int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower)idWeaponprivate
EVENT_MAXEVENTS enum valueidWeapon
Event_Melee(void)idWeaponprivate
Event_NetEndReload(void)idWeaponprivate
Event_NetReload(void)idWeaponprivate
Event_Next(void)idWeaponprivate
Event_PlayAnim(int channel, const char *animname)idWeaponprivate
Event_PlayCycle(int channel, const char *animname)idWeaponprivate
EVENT_RELOAD enum valueidWeapon
Event_Remove(void)idClass
Event_SetBlendFrames(int channel, int blendFrames)idWeaponprivate
Event_SetLightParm(int parmnum, float value)idWeaponprivate
Event_SetLightParms(float parm0, float parm1, float parm2, float parm3)idWeaponprivate
Event_SetSkin(const char *skinname)idWeaponprivate
Event_SetWeaponStatus(float newStatus)idWeaponprivate
EVENT_STARTSOUNDSHADER enum valueidEntity
EVENT_STOPSOUNDSHADER enum valueidEntity
Event_TotalAmmoCount(void)idWeaponprivate
Event_UseAmmo(int amount)idWeaponprivate
Event_WeaponHolstered(void)idWeaponprivate
Event_WeaponLowering(void)idWeaponprivate
Event_WeaponOutOfAmmo(void)idWeaponprivate
Event_WeaponReady(void)idWeaponprivate
Event_WeaponReloading(void)idWeaponprivate
Event_WeaponRising(void)idWeaponprivate
Event_WeaponState(const char *statename, int blendFrames)idWeaponprivate
ExitCinematic(void)idWeapon
FindTargets(void)idEntity
FindUninitializedMemory(void)idClass
flidEntity
flashColoridWeaponprivate
flashJointViewidWeaponprivate
flashJointWorldidWeaponprivate
flashTimeidWeaponprivate
FreeLightDef(void)idEntityvirtual
FreeModelDef(void)idEntityvirtual
FreeSoundEmitter(bool immediate)idEntity
GetAmmoNameForNum(ammo_t ammonum)idWeaponstatic
GetAmmoNumForName(const char *ammoname)idWeaponstatic
GetAmmoPickupNameForNum(ammo_t ammonum)idWeaponstatic
GetAmmoType(void) const idWeapon
GetAnimator(void)idAnimatedEntityvirtual
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
GetDefaultSurfaceType(void) const idAnimatedEntityvirtual
GetEntityDefName(void) const idEntity
GetFloorPos(float max_dist, idVec3 &floorpos) const idEntity
GetGlobalJointTransform(bool viewModel, const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis)idWeapon
GetImpactInfo(idEntity *ent, int id, const idVec3 &point, impactInfo_t *info)idEntityvirtual
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
GetOwner(void)idWeapon
GetPhysics(void) const idEntity
GetPhysicsToSoundTransform(idVec3 &origin, idMat3 &axis)idEntityvirtual
GetPhysicsToVisualTransform(idVec3 &origin, idMat3 &axis)idEntityvirtual
GetPVSAreas(void)idEntity
GetRenderEntity(void)idEntityvirtual
GetRenderView()idEntityvirtual
GetRestStartTime(void) const idEntityvirtual
GetSkin(void) const idEntity
GetSoundEmitter(void) const idEntity
GetSpline(void) const idEntity
GetSuperclass(void) const idClass
GetTeamMaster(void) const idEntity
GetType(int num)idClassstatic
GetTypeNumBits(void)idClassinlinestatic
GetWeaponAngleOffsets(int *average, float *scale, float *max)idWeapon
GetWeaponDef(const char *objectname, int ammoinclip)idWeapon
GetWeaponTimeOffsets(float *time, float *scale)idWeapon
GetWorldCoordinates(const idVec3 &vec) const idEntity
GetWorldVector(const idVec3 &vec) const idEntity
GetWorldVelocities(idVec3 &linearVelocity, idVec3 &angularVelocity) const idEntity
GetZoomFov(void)idWeapon
guiLightidWeaponprivate
guiLightHandleidWeaponprivate
guiLightJointViewidWeaponprivate
HandleGuiCommands(idEntity *entityGui, const char *cmds)idEntity
HandleSingleGuiCommand(idEntity *entityGui, idLexer *src)idEntityvirtual
hasBloodSplatidWeaponprivate
HasSignal(signalNum_t signalnum) const idEntity
healthidEntity
Hide(void)idEntityvirtual
hideidWeaponprivate
hideDistanceidWeaponprivate
hideEndidWeaponprivate
hideOffsetidWeaponprivate
hideStartidWeaponprivate
hideStartTimeidWeaponprivate
hideTimeidWeaponprivate
HideWeapon(void)idWeapon
HideWorldModel(void)idWeapon
iconidWeaponprivate
Icon(void) const idWeapon
idAnimatedEntity()idAnimatedEntity
idealStateidWeaponprivate
idEntity()idEntity
idWeapon()idWeapon
Init(void)idClassstatic
InitWorldModel(const idDeclEntityDef *def)idWeaponprivate
IsActive(void) const idEntity
IsAtRest(void) const idEntityvirtual
IsBound(void) const idEntity
IsBoundTo(idEntity *master) const idEntity
isFiringidWeaponprivate
IsHidden(void) const idEntity
IsHolstered(void) const idWeapon
IsLinked(void)idWeapon
isLinkedidWeaponprivate
IsReady(void) const idWeapon
IsReloading(void) const idWeapon
IsType(const idTypeInfo &c) const idClass
IsWorldModelReady(void)idWeapon
JoinTeam(idEntity *teammember)idEntity
kick_endtimeidWeaponprivate
Killed(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idEntityvirtual
lastAttackidWeaponprivate
lightOnidWeaponprivate
ListClasses_f(const idCmdArgs &args)idClassstatic
lowAmmoidWeaponprivate
LowAmmo(void) const idWeapon
LowerWeapon(void)idWeapon
MAX_PVS_AREASidEntitystatic
meleeDefidWeaponprivate
meleeDefNameidWeaponprivate
meleeDistanceidWeaponprivate
ModelCallback(renderEntity_s *renderEntity, const renderView_t *renderView)idEntitystatic
modelDefHandleidEntityprotected
muzzle_kick_anglesidWeaponprivate
muzzle_kick_maxtimeidWeaponprivate
muzzle_kick_offsetidWeaponprivate
muzzle_kick_timeidWeaponprivate
muzzleAxisidWeaponprivate
muzzleFlashidWeaponprivate
muzzleFlashEndidWeaponprivate
muzzleFlashHandleidWeaponprivate
MuzzleFlashLight(void)idWeaponprivate
muzzleOriginidWeaponprivate
MuzzleRise(idVec3 &origin, idMat3 &axis)idWeaponprivate
nameidEntity
NetCatchup(void)idWeapon
nextStrikeFxidWeaponprivate
nozzleFxidWeaponprivate
nozzleFxFadeidWeaponprivate
nozzleGlowidWeaponprivate
nozzleGlowColoridWeaponprivate
nozzleGlowHandleidWeaponprivate
nozzleGlowRadiusidWeaponprivate
nozzleGlowShaderidWeaponprivate
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
owneridWeaponprivate
OwnerDied(void)idWeapon
Pain(idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location)idEntityvirtual
PhysicsTeamInPVS(pvsHandle_t pvsHandle)idEntity
playerViewAxisidWeaponprivate
playerViewOriginidWeaponprivate
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
powerAmmoidWeaponprivate
PreBind(void)idEntityvirtual
Present(void)idEntityvirtual
PresentWeapon(bool showViewModel)idWeapon
PreUnbind(void)idEntityvirtual
ProcessEvent(const idEventDef *ev)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7)idClass
ProcessEvent(const idEventDef *ev, idEventArg arg1, idEventArg arg2, idEventArg arg3, idEventArg arg4, idEventArg arg5, idEventArg arg6, idEventArg arg7, idEventArg arg8)idClass
ProcessEventArgPtr(const idEventDef *ev, int *data)idClass
projectileDictidWeaponprivate
projectileEntidWeaponprivate
ProjectOverlay(const idVec3 &origin, const idVec3 &dir, float size, const char *material)idEntityvirtual
pushVelocityidWeaponprivate
PutAway(void)idWeapon
Raise(void)idWeapon
RaiseWeapon(void)idWeapon
ReadBindFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadColorFromSnapshot(const idBitMsgDelta &msg)idEntity
ReadFromSnapshot(const idBitMsgDelta &msg)idWeaponvirtual
ReadGUIFromSnapshot(const idBitMsgDelta &msg)idEntity
refSoundidEntityprotected
Reload(void)idWeapon
RemoveContactEntity(idEntity *ent)idEntityvirtual
RemoveNullTargets(void)idEntity
renderEntityidEntityprotected
renderViewidEntity
ResetAmmoClip(void)idWeapon
RespondsTo(const idEventDef &ev) const idClass
Restore(idRestoreGame *savefile)idWeapon
RestorePhysics(idPhysics *phys)idEntity
RunPhysics(void)idEntity
Save(idSaveGame *savefile) const idWeapon
scriptObjectidEntity
ServerReceiveEvent(int event, int time, const idBitMsg &msg)idEntityvirtual
ServerSendEvent(int eventId, const idBitMsg *msg, bool saveEvent, int excludeClient) const idEntity
SetAngles(const idAngles &ang)idEntity
SetAxis(const idMat3 &axis)idEntity
SetColor(float red, float green, float blue)idEntityvirtual
SetColor(const idVec3 &color)idEntityvirtual
SetColor(const idVec4 &color)idEntityvirtual
SetModel(const char *modelname)idWeaponvirtual
SetName(const char *name)idEntity
SetOrigin(const idVec3 &org)idEntity
SetOwner(idPlayer *owner)idWeapon
SetPhysics(idPhysics *phys)idEntity
SetPushVelocity(const idVec3 &pushVelocity)idWeapon
SetShaderParm(int parmnum, float value)idEntity
SetSignal(signalNum_t signalnum, idThread *thread, const function_t *function)idEntity
SetSkin(const idDeclSkin *skin)idEntity
SetSoundVolume(float volume)idEntity
SetState(const char *statename, int blendFrames)idWeapon
ShouldConstructScriptObjectAtSpawn(void) const idWeaponvirtual
Show(void)idEntityvirtual
ShowCrosshair(void) const idWeapon
ShowEditingDialog(void)idEntityvirtual
ShowWeapon(void)idWeapon
ShowWorldModel(void)idWeapon
Shutdown(void)idClassstatic
Signal(signalNum_t signalnum)idEntity
SignalEvent(idThread *thread, signalNum_t signalnum)idEntity
silent_fireidWeaponprivate
snapshotBitsidEntity
snapshotNodeidEntity
snapshotSequenceidEntity
sndHumidWeaponprivate
Spawn(void)idWeapon
spawnArgsidEntity
spawnNodeidEntity
StartSound(const char *soundName, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
StartSoundShader(const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length)idEntity
stateidWeaponprivate
statusidWeaponprivate
StopSound(const s_channelType channel, bool broadcast)idEntity
strikeAxisidWeaponprivate
strikePosidWeaponprivate
strikeSmokeidWeaponprivate
strikeSmokeStartTimeidWeaponprivate
targetsidEntity
Teleport(const idVec3 &origin, const idAngles &angles, idEntity *destination)idEntityvirtual
Think(void)idWeaponvirtual
thinkFlagsidEntity
threadidWeaponprivate
TouchTriggers(void) const idEntity
TriggerGuis(void)idEntity
Unbind(void)idEntity
UpdateAnimation(void)idAnimatedEntity
UpdateAnimationControllers(void)idEntityvirtual
UpdateChangeableSpawnArgs(const idDict *source)idEntityvirtual
UpdateDamageEffects(void)idAnimatedEntity
UpdateFlashPosition(void)idWeaponprivate
UpdateGUI(void)idWeapon
UpdateModel(void)idEntity
UpdateModelTransform(void)idEntity
UpdateNozzleFx(void)idWeaponprivate
UpdatePVSAreas(const idVec3 &pos)idEntity
UpdateRenderEntity(renderEntity_s *renderEntity, const renderView_t *renderView)idEntity
UpdateScript(void)idWeapon
UpdateSkin(void)idWeapon
UpdateSound(void)idEntity
UpdateVisuals(void)idEntity
ventLightJointViewidWeaponprivate
viewWeaponAxisidWeaponprivate
viewWeaponOriginidWeaponprivate
WEAPON_ATTACKidWeaponprivate
WEAPON_LOWERWEAPONidWeaponprivate
WEAPON_NETENDRELOADidWeaponprivate
WEAPON_NETFIRINGidWeaponprivate
WEAPON_NETRELOADidWeaponprivate
WEAPON_RAISEWEAPONidWeaponprivate
WEAPON_RELOADidWeaponprivate
weaponAngleOffsetAveragesidWeaponprivate
weaponAngleOffsetMaxidWeaponprivate
weaponAngleOffsetScaleidWeaponprivate
weaponDefidWeaponprivate
weaponOffsetScaleidWeaponprivate
weaponOffsetTimeidWeaponprivate
weaponSmokeidWeaponprivate
weaponSmokeStartTimeidWeaponprivate
WeaponStolen(void)idWeapon
worldModelidWeaponprivate
worldMuzzleFlashidWeaponprivate
worldMuzzleFlashHandleidWeaponprivate
WriteBindToSnapshot(idBitMsgDelta &msg) const idEntity
WriteColorToSnapshot(idBitMsgDelta &msg) const idEntity
WriteGUIToSnapshot(idBitMsgDelta &msg) const idEntity
WriteToSnapshot(idBitMsgDelta &msg) const idWeaponvirtual
zoomFovidWeaponprivate
~idAnimatedEntity()idAnimatedEntity
~idClass()idClassvirtual
~idEntity()idEntity
~idWeapon()idWeaponvirtual