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OpenMoHAA 0.83.0
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This is the complete list of members for Actor, including all inherited members.
| aaccel (defined in Entity) | Entity | |
| absmax (defined in Entity) | Entity | |
| absmin (defined in Entity) | Entity | |
| accel (defined in Entity) | Entity | |
| ActivateLastActiveWeapon(void) (defined in Sentient) | Sentient | protected |
| ActivateNewWeapon(void) (defined in Sentient) | Sentient | |
| ActivateNewWeapon(Event *ev) (defined in Sentient) | Sentient | |
| ActivateWeapon(Weapon *weapon, weaponhand_t hand) (defined in Sentient) | Sentient | protected |
| activeWeaponList (defined in Sentient) | Sentient | protected |
| Actor() (defined in Actor) | Actor | |
| addAngles(Vector add) (defined in Entity) | Entity | virtual |
| AddBloodSpurt(Vector direction) (defined in Sentient) | Sentient | protected |
| AddImmunity(Event *ev) (defined in Entity) | Entity | virtual |
| AddItem(Item *object) (defined in Sentient) | Sentient | |
| addOrigin(Vector org) (defined in Entity) | Entity | virtual |
| AddToBodyQue(void) (defined in Actor) | Actor | |
| AddToSoundManager(Event *ev) (defined in Entity) | Entity | |
| AddViewVariation(const Vector &vVariation) (defined in Sentient) | Sentient | |
| AIDontFace() const override (defined in Sentient) | Sentient | virtual |
| AimAt(Event *ev) (defined in Actor) | Actor | protected |
| AimAtAimNode(void) (defined in Actor) | Actor | inline |
| AimAtEnemyBehavior(void) (defined in Actor) | Actor | |
| AimAtTargetPos(void) (defined in Actor) | Actor | inline |
| align3 (defined in Actor) | Actor | |
| alpha(void) (defined in Entity) | Entity | inline |
| AlwaysDraw(Event *ev) (defined in Entity) | Entity | |
| ammo_inventory (defined in Sentient) | Sentient | protected |
| AmmoAmountChanged(Ammo *ammo, int inclip=0) (defined in Sentient) | Sentient | virtual |
| AmmoAmountInClipChanged(str ammo_type, int amount) (defined in Sentient) | Sentient | |
| AmmoCount(str ammo_type) (defined in Sentient) | Sentient | |
| AmmoIndex(str ammo_type) (defined in Sentient) | Sentient | |
| angles (defined in SimpleEntity) | SimpleEntity | |
| angular_delta (defined in Animate) | Animate | |
| Anim_Aim(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Attack(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Cower(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Crouch(void) (defined in SimpleActor) | SimpleActor | |
| Anim_CrouchRunTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_CrouchWalkTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_Emotion(eEmotionMode eEmotMode) (defined in SimpleActor) | SimpleActor | |
| Anim_FullBody(const_str csFullBodyAnim, int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_Idle(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Killed(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Pain(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Prone(void) (defined in SimpleActor) | SimpleActor | |
| Anim_RunAwayFiring(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToAlarm(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToCasual(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToCover(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToDanger(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToDive(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToFlee(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToInOpen(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_RunToShooting(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_Say(const_str csSayAnimScript, int iMinTimeSinceLastSay, bool bCanInterrupt) (defined in SimpleActor) | SimpleActor | |
| Anim_Shoot(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Sniper(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Stand(void) (defined in SimpleActor) | SimpleActor | |
| Anim_StandRunTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_StandWalkTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Anim_StartPain(void) (defined in SimpleActor) | SimpleActor | |
| Anim_Suppress(void) (defined in SimpleActor) | SimpleActor | |
| Anim_WalkTo(int eAnimMode) (defined in SimpleActor) | SimpleActor | |
| Animate() (defined in Animate) | Animate | |
| AnimDoneEvent(int slot=0) (defined in Animate) | Animate | inline |
| AnimFinished(int slot, bool stop) (defined in Actor) | Actor | |
| AnimFinished(int slot) override (defined in Actor) | Actor | virtual |
| animFlags (defined in Animate) | Animate | protected |
| AnimName(int slot=0) (defined in Animate) | Animate | |
| AnimTime(int slot=0) (defined in Animate) | Animate | |
| animtimes (defined in Animate) | Animate | protected |
| Archive(Archiver &arc) override (defined in Actor) | Actor | inlinevirtual |
| ArchivePersistantData(Archiver &arc) (defined in Sentient) | Sentient | |
| ArchiveStatic(Archiver &arc) (defined in Actor) | Actor | inlinestatic |
| AreasConnected(const Entity *other) (defined in Entity) | Entity | inline |
| ArmorDamage(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| AssertValidSquad() (defined in Sentient) | Sentient | |
| attach(int parent_entity_num, int tag_num, qboolean use_angles=qtrue, Vector attach_offset=Vector("0 0 0")) (defined in Entity) | Entity | |
| AttachAllActiveWeapons(void) (defined in Sentient) | Sentient | protected |
| AttachedModelAnimEvent(Event *ev) (defined in Entity) | Entity | |
| AttachEvent(Event *ev) (defined in Entity) | Entity | |
| AttachModelEvent(Event *ev) (defined in Entity) | Entity | |
| attack_blocked (defined in Sentient) | Sentient | |
| attack_blocked_time (defined in Sentient) | Sentient | |
| AttackEntryAnimation(void) (defined in Actor) | Actor | |
| AutoArchiveModel(void) override (defined in Actor) | Actor | virtual |
| avelocity (defined in Entity) | Entity | |
| AvoidingFacingWall(void) const (defined in Actor) | Actor | inline |
| BecomeCorpse(void) (defined in Actor) | Actor | |
| BecomeNonSolid(Event *ev) (defined in Entity) | Entity | |
| BecomeSolid(Event *ev) (defined in Entity) | Entity | |
| BecomeTurretGuy(void) (defined in Actor) | Actor | |
| Begin_Aim(void) (defined in Actor) | Actor | |
| Begin_Alarm(void) (defined in Actor) | Actor | |
| Begin_Anim(void) (defined in Actor) | Actor | |
| Begin_AnimCurious(void) (defined in Actor) | Actor | |
| Begin_BadPlace(void) (defined in Actor) | Actor | |
| Begin_BalconyAttack(void) (defined in Actor) | Actor | |
| Begin_BalconyKilled(void) (defined in Actor) | Actor | |
| Begin_Cover(void) (defined in Actor) | Actor | |
| Begin_Curious(void) (defined in Actor) | Actor | |
| Begin_DisguiseOfficer(void) (defined in Actor) | Actor | |
| Begin_DisguiseRover(void) (defined in Actor) | Actor | |
| Begin_DisguiseSalute(void) (defined in Actor) | Actor | |
| Begin_DisguiseSentry(void) (defined in Actor) | Actor | |
| Begin_Dog(void) (defined in Actor) | Actor | |
| Begin_Grenade(void) (defined in Actor) | Actor | |
| Begin_Idle(void) (defined in Actor) | Actor | |
| Begin_Killed(void) (defined in Actor) | Actor | |
| Begin_MachineGunner(void) (defined in Actor) | Actor | |
| Begin_Pain(void) (defined in Actor) | Actor | |
| Begin_Patrol(void) (defined in Actor) | Actor | |
| Begin_RunAndShoot(void) (defined in Actor) | Actor | |
| Begin_Runner(void) (defined in Actor) | Actor | |
| Begin_Turret(void) (defined in Actor) | Actor | |
| Begin_Weaponless(void) (defined in Actor) | Actor | |
| BeginState(void) (defined in Actor) | Actor | protected |
| BestWeapon(Weapon *ignore=NULL, qboolean bGetItem=false, int iIgnoreClass=0) (defined in Sentient) | Sentient | |
| bind(Entity *master, qboolean use_my_angles=qfalse) (defined in Entity) | Entity | virtual |
| bind_use_my_angles (defined in Entity) | Entity | |
| BindEvent(Event *ev) (defined in Entity) | Entity | |
| bindmaster (defined in Entity) | Entity | |
| BlockEnd(Event *ev) (defined in Sentient) | Sentient | |
| BlocksAIMovement() const (defined in Entity) | Entity | virtual |
| BlockStart(Event *ev) (defined in Sentient) | Sentient | |
| blood_model (defined in Sentient) | Sentient | protected |
| BroadcastAIEvent(int iType=AI_EVENT_MISC, float rad=SOUND_RADIUS) (defined in Entity) | Entity | |
| BroadcastAIEvent(Event *ev) (defined in Entity) | Entity | |
| CalcBlend(void) (defined in Entity) | Entity | virtual |
| CalcFallPath(void) (defined in Actor) | Actor | |
| CalcKickVelocity(Vector &vDelta, float fDist) const (defined in Actor) | Actor | |
| CalcRollVelocity(const Vector &vFrom, const Vector &vTo) (defined in Actor) | Actor | static |
| CalcThrowVelocity(const Vector &vFrom, const Vector &vTo) (defined in Actor) | Actor | static |
| CanBlock(int meansofdeath, qboolean full_block) (defined in Sentient) | Sentient | protectedvirtual |
| CanGetGrenadeFromAToB(const Vector &vFrom, const Vector &vTo, bool bDesperate, Vector *pvVel, eGrenadeTossMode *peMode) (defined in Actor) | Actor | |
| CanKickGrenade(Vector &vFrom, Vector &vTo, Vector &vFace, Vector *pvVel) (defined in Actor) | Actor | |
| CanMovePathWithLeash(void) const (defined in Actor) | Actor | |
| CanRollGrenade(const Vector &vFrom, const Vector &vTo) (defined in Actor) | Actor | |
| CanSee(Entity *e1, float fov, float vision_distance, bool bNoEnts) override (defined in Actor) | Actor | virtual |
| CanSee(const Vector &org, float fov, float vision_distance, bool bNoEnts) override (defined in Actor) | Actor | virtual |
| CanSee(Event *ev) (defined in Entity) | Entity | |
| CanSeeEnemy(int iMaxDirtyTime) (defined in Actor) | Actor | |
| CanSeeEnemyFOV(int iMaxFovDirtyTime, int iMaxSightDirtyTime) (defined in Actor) | Actor | inline |
| CanSeeFOV(Entity *ent) (defined in Actor) | Actor | inline |
| CanSeeFrom(vec3_t pos, Entity *ent) (defined in Actor) | Actor | virtual |
| CanSeeInternal(Event *ev, bool bNoEnts) (defined in Entity) | Entity | |
| CanSeeNoEnts(Event *ev) (defined in Entity) | Entity | |
| CanSeeNoFOV(Entity *ent) (defined in Actor) | Actor | inline |
| CanShoot(Entity *ent) (defined in Actor) | Actor | |
| CanShootEnemy(int iMaxDirtyTime) (defined in Actor) | Actor | |
| CanTarget(void) override (defined in Actor) | Actor | virtual |
| CanThrowGrenade(const Vector &vFrom, const Vector &vTo) (defined in Actor) | Actor | |
| CanTossGrenadeThroughHint(GrenadeHint *pHint, const Vector &vFrom, const Vector &vTo, bool bDesperate, Vector *pvVel, eGrenadeTossMode *peMode) (defined in Actor) | Actor | |
| Censor(Event *ev) (defined in Entity) | Entity | |
| centroid (defined in SimpleEntity) | SimpleEntity | |
| ChangeActionAnim(void) (defined in SimpleActor) | SimpleActor | |
| ChangeAnim(void) (defined in Actor) | Actor | |
| ChangeMotionAnim(void) (defined in SimpleActor) | SimpleActor | |
| ChangeSayAnim(void) (defined in SimpleActor) | SimpleActor | |
| ChangeWeapon(Weapon *weapon, weaponhand_t hand) (defined in Sentient) | Sentient | |
| charge_start_time (defined in Sentient) | Sentient | protected |
| ChargeWeapon(weaponhand_t hand, firemode_t mode) (defined in Sentient) | Sentient | protected |
| ChargeWeapon(Event *ev) (defined in Sentient) | Sentient | |
| CheckAnimations(Event *ev) (defined in Sentient) | Sentient | protected |
| CheckEventFlags(Event *event) (defined in Entity) | Entity | |
| CheckForThinkStateTransition(void) (defined in Actor) | Actor | |
| CheckForTransition(eThinkState state, eThinkLevel level) (defined in Actor) | Actor | |
| CheckGround(void) (defined in Entity) | Entity | virtual |
| CheckHitLocation(int iLocation) (defined in Sentient) | Sentient | protected |
| CheckUnregister(void) (defined in Actor) | Actor | |
| children (defined in Entity) | Entity | |
| CLASS_PROTOTYPE(Actor) (defined in Actor) | Actor | |
| CLASS_PROTOTYPE(SimpleActor) (defined in SimpleActor) | SimpleActor | |
| CLASS_PROTOTYPE(Sentient) (defined in Sentient) | Sentient | |
| CLASS_PROTOTYPE(Animate) (defined in Animate) | Animate | |
| CLASS_PROTOTYPE(Entity) (defined in Entity) | Entity | |
| CLASS_PROTOTYPE(SimpleEntity) (defined in SimpleEntity) | SimpleEntity | |
| ClassnameEvent(Event *ev) (defined in Entity) | Entity | |
| ClearAimNode(void) (defined in Actor) | Actor | |
| ClearAnimSlot(int slot) (defined in Entity) | Entity | |
| ClearEnemies(void) override (defined in Actor) | Actor | virtual |
| ClearLookEntity(void) (defined in Actor) | Actor | |
| ClearNewActiveWeapon(void) (defined in Sentient) | Sentient | |
| ClearPath(void) (defined in SimpleActor) | SimpleActor | |
| ClearPatrolCurrentNode(void) (defined in Actor) | Actor | |
| ClearPointEntity(void) (defined in Actor) | Actor | |
| ClearStates(void) (defined in Actor) | Actor | |
| ClearThinkStates(void) (defined in Actor) | Actor | |
| ClearTurnEntity(void) (defined in Actor) | Actor | |
| client (defined in Entity) | Entity | |
| ClientSound(Event *ev) (defined in Animate) | Animate | |
| ClientThink(void) (defined in Entity) | Entity | virtual |
| ConnectPaths(void) (defined in Entity) | Entity | |
| ContinueAnimation(void) (defined in SimpleActor) | SimpleActor | inline |
| ContinueAnimationAllowNoPath(void) (defined in SimpleActor) | SimpleActor | inline |
| Cover_FindCover(bool bCheckAll) (defined in Actor) | Actor | |
| Cover_IsValid(PathNode *node) (defined in Actor) | Actor | |
| Cover_SetPath(PathNode *node) (defined in Actor) | Actor | |
| CrawlTo(Event *ev) (defined in Actor) | Actor | protected |
| CrouchTo(Event *ev) (defined in Actor) | Actor | protected |
| CuriousSound(int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared) (defined in Actor) | Actor | |
| CurrentAnim(int slot=0) const override (defined in Animate) | Animate | virtual |
| CurrentPathNode(void) const (defined in SimpleActor) | SimpleActor | |
| CurrentThink(void) const (defined in Actor) | Actor | inline |
| CurrentTime(int slot=0) const override (defined in Animate) | Animate | inlinevirtual |
| Damage(Entity *inflictor, Entity *attacker, float damage, Vector position, Vector direction, Vector normal, int knockback, int flags, int meansofdeath, int location=-1) (defined in Entity) | Entity | |
| damage_debounce_time (defined in Entity) | Entity | |
| damage_type (defined in Entity) | Entity | |
| DamageEvent(Event *event) (defined in Entity) | Entity | virtual |
| DamageSkin(trace_t *trace, float damage) (defined in Entity) | Entity | |
| DamageType(Event *ev) (defined in Entity) | Entity | |
| DeactivateWeapon(Weapon *weapon) (defined in Sentient) | Sentient | protected |
| DeactivateWeapon(weaponhand_t hand) (defined in Sentient) | Sentient | protected |
| deadflag (defined in Entity) | Entity | |
| DeathEmbalm(Event *ev) (defined in Actor) | Actor | |
| DeathSink(Event *ev) (defined in Entity) | Entity | |
| DeathSinkStart(Event *ev) (defined in Actor) | Actor | |
| DecideToThrowGrenade(const Vector &vTo, Vector *pvVel, eGrenadeTossMode *peMode, bool bDesperate) (defined in Actor) | Actor | |
| DefaultKilled(Event *ev, bool bPlayDeathAnim) (defined in Actor) | Actor | |
| DefaultPain(Event *ev) (defined in Actor) | Actor | |
| DefaultReceiveAIEvent(vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared) (defined in Actor) | Actor | |
| DefaultRestart(void) (defined in Actor) | Actor | protected |
| delegate_damage (defined in Entity) | Entity | |
| delegate_gotKill (defined in Entity) | Entity | |
| delegate_killed (defined in Entity) | Entity | |
| Delete(void) (defined in Entity) | Entity | virtual |
| DesiredAnimation(int eAnimMode, const_str csAnimString) (defined in SimpleActor) | SimpleActor | inline |
| DesiredAnimation(int eAnimMode, ScriptThreadLabel AnimLabel) (defined in SimpleActor) | SimpleActor | inline |
| detach(void) (defined in Entity) | Entity | |
| detach_at_death (defined in Entity) | Entity | |
| DetachAllActiveWeapons(void) (defined in Sentient) | Sentient | protected |
| DetachAllChildren(Event *ev) (defined in Entity) | Entity | |
| DetachEvent(Event *ev) (defined in Entity) | Entity | |
| DetectSmokeGrenades(void) (defined in Actor) | Actor | |
| DisbandSquadMate(Sentient *pExFriendly) (defined in Sentient) | Sentient | |
| DisconnectPaths(void) (defined in Entity) | Entity | |
| DispatchEventKilled(Event *ev, bool bPlayDeathAnim) (defined in Actor) | Actor | |
| DistanceTo(Vector pos) const (defined in Entity) | Entity | inline |
| DistanceTo(Entity *ent) const (defined in Entity) | Entity | inline |
| DoesTheoreticPathExist(Vector vDestPos, float fMaxPath) (defined in SimpleActor) | SimpleActor | |
| DoExitCommands(int slot=0) (defined in Animate) | Animate | |
| DoFailSafeMove(vec3_t dest) (defined in Actor) | Actor | |
| DoForceActivate(void) (defined in Entity) | Entity | |
| DoGib(int meansofdeath, Entity *inflictor) (defined in Sentient) | Sentient | virtual |
| DoMove(void) (defined in Actor) | Actor | |
| doneEvents (defined in Animate) | Animate | protected |
| DontFaceWall(void) (defined in Actor) | Actor | |
| DoubleArmor(void) (defined in Sentient) | Sentient | |
| DrawBoundingBox(int showbboxes) (defined in Entity) | Entity | |
| DropInventoryItems(void) (defined in Sentient) | Sentient | virtual |
| droptofloor(float maxfall) (defined in Entity) | Entity | |
| DropToFloorEvent(Event *ev) (defined in Entity) | Entity | |
| DuckableGlueEvent(Event *ev) (defined in Entity) | Entity | |
| Dumb(Event *ev) (defined in Actor) | Actor | |
| DumpAnimInfo(void) override (defined in Actor) | Actor | virtual |
| DumpCallTrace(const char *pszFmt,...) const override (defined in Actor) | Actor | virtual |
| edict (defined in Entity) | Entity | |
| Effects(Event *ev) (defined in Entity) | Entity | |
| End_Alarm(void) (defined in Actor) | Actor | |
| End_BadPlace(void) (defined in Actor) | Actor | |
| End_BalconyKilled(void) (defined in Actor) | Actor | |
| End_Cover(void) (defined in Actor) | Actor | |
| End_Curious(void) (defined in Actor) | Actor | |
| End_DisguiseOfficer(void) (defined in Actor) | Actor | |
| End_DisguiseRover(void) (defined in Actor) | Actor | |
| End_DisguiseSalute(void) (defined in Actor) | Actor | |
| End_DisguiseSentry(void) (defined in Actor) | Actor | |
| End_Dog(void) (defined in Actor) | Actor | |
| End_Grenade(void) (defined in Actor) | Actor | |
| End_MachineGunner(void) (defined in Actor) | Actor | |
| End_Patrol(void) (defined in Actor) | Actor | |
| End_RunAndShoot(void) (defined in Actor) | Actor | |
| End_Runner(void) (defined in Actor) | Actor | |
| End_Turret(void) (defined in Actor) | Actor | |
| EndCurrentThinkState(void) (defined in Actor) | Actor | |
| EndFrame(void) (defined in Entity) | Entity | virtual |
| EndState(int level) (defined in Actor) | Actor | protected |
| EndStates(void) (defined in Actor) | Actor | |
| enemy (defined in Entity) | Entity | |
| EnemyInFOV(int iMaxDirtyTime) (defined in Actor) | Actor | |
| EnemyIsDisguised(void) (defined in Actor) | Actor | inline |
| entflags (defined in SimpleEntity) | SimpleEntity | |
| Entity() (defined in Entity) | Entity | |
| entnum (defined in Entity) | Entity | |
| EventActivate(Event *ev) (defined in Actor) | Actor | |
| EventActivateLastActiveWeapon(Event *ev) (defined in Sentient) | Sentient | protected |
| EventAIOff(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventAIOn(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventAmerican(Event *ev) (defined in Sentient) | Sentient | protected |
| EventAnimScript(Event *ev) (defined in Actor) | Actor | |
| EventAnimScript_Attached(Event *ev) (defined in Actor) | Actor | |
| EventAnimScript_Noclip(Event *ev) (defined in Actor) | Actor | |
| EventAnimScript_Scripted(Event *ev) (defined in Actor) | Actor | |
| EventAttackPlayer(Event *ev) (defined in Actor) | Actor | |
| EventBeDead(Event *ev) (defined in Actor) | Actor | |
| EventBreakSpecial(Event *ev) (defined in Actor) | Actor | |
| EventCalcGrenadeToss(Event *ev) (defined in Actor) | Actor | |
| EventCalcGrenadeToss2(Event *ev) (defined in Actor) | Actor | |
| EventCanMoveTo(Event *ev) (defined in Actor) | Actor | |
| EventCanShoot(Event *ev) (defined in Actor) | Actor | |
| EventCanShootEnemyFrom(Event *ev) (defined in Actor) | Actor | |
| EventClientLanding(Event *ev) (defined in Sentient) | Sentient | |
| EventConnectPaths(Event *ev) (defined in Entity) | Entity | |
| EventCuriousOff(Event *ev) (defined in Actor) | Actor | |
| EventCuriousOn(Event *ev) (defined in Actor) | Actor | |
| EventDamagePuff(Event *ev) (defined in Actor) | Actor | |
| EventDeactivateWeapon(Event *ev) (defined in Sentient) | Sentient | |
| EventDisableEnemySwitch(Event *ev) (defined in Actor) | Actor | |
| EventDisconnectPaths(Event *ev) (defined in Entity) | Entity | |
| EventDistToEnemy(Event *ev) (defined in Actor) | Actor | |
| EventDMRealismModeCommand(Event *ev) (defined in Entity) | Entity | |
| EventDontDropWeapons(Event *ev) (defined in Sentient) | Sentient | protected |
| EventDropItems(Event *ev) (defined in Sentient) | Sentient | protected |
| EventEnableEnemy(Event *ev) (defined in Actor) | Actor | |
| EventEnableEnemySwitch(Event *ev) (defined in Actor) | Actor | |
| EventEnablePain(Event *ev) (defined in Actor) | Actor | |
| EventEndActionAnim(Event *ev) (defined in Actor) | Actor | |
| EventEyesLookAt(Event *ev) (defined in Actor) | Actor | |
| EventFindEnemy(Event *ev) (defined in Actor) | Actor | |
| EventForceDropHealth(Event *ev) (defined in Sentient) | Sentient | protected |
| EventForceDropWeapon(Event *ev) (defined in Sentient) | Sentient | protected |
| EventForceLandmineMeasure(Event *ev) (defined in Sentient) | Sentient | virtual |
| EventFreeInventory(Event *ev) (defined in Sentient) | Sentient | |
| EventGerman(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGetAccuracy(Event *ev) (defined in Actor) | Actor | |
| EventGetAlarmNode(Event *ev) (defined in Actor) | Actor | |
| EventGetAlarmThread(Event *ev) (defined in Actor) | Actor | |
| EventGetAmmoGrenade(Event *ev) (defined in Actor) | Actor | |
| EventGetAngleYawSpeed(Event *ev) (defined in Actor) | Actor | |
| EventGetAnimMode(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetAnimName(Event *ev) (defined in Actor) | Actor | |
| EventGetAttackHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetAvoidPlayer(Event *ev) (defined in Actor) | Actor | |
| EventGetBalconyHeight(Event *ev) (defined in Actor) | Actor | |
| EventGetBreathSteam(Event *ev) (defined in Actor) | Actor | |
| EventGetClassname(Event *ev) (defined in Entity) | Entity | |
| EventGetCrossblendTime(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetDeathHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetDisguiseAcceptThread(Event *ev) (defined in Actor) | Actor | |
| EventGetDisguiseLevel(Event *ev) (defined in Actor) | Actor | |
| EventGetDisguisePeriod(Event *ev) (defined in Actor) | Actor | |
| EventGetDisguiseRange(Event *ev) (defined in Actor) | Actor | |
| EventGetEnemy(Event *ev) (defined in Actor) | Actor | |
| EventGetEnemyShareRange(Event *ev) (defined in Actor) | Actor | |
| EventGetEnemyVisibleChangeTime(Event *ev) (defined in Actor) | Actor | |
| EventGetEntnum(Event *ev) (defined in Entity) | Entity | |
| EventGetFallHeight(Event *ev) (defined in Actor) | Actor | |
| EventGetFavoriteEnemy(Event *ev) (defined in Actor) | Actor | |
| EventGetFixedLeash(Event *ev) (defined in Actor) | Actor | |
| EventGetForceDropHealth(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGetForceDropWeapon(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGetFov(Event *ev) (defined in Actor) | Actor | |
| EventGetGrenadeAwareness(Event *ev) (defined in Actor) | Actor | |
| EventGetHeadModel(Event *ev) (defined in Actor) | Actor | |
| EventGetHeadSkin(Event *ev) (defined in Actor) | Actor | |
| EventGetHearing(Event *ev) (defined in Actor) | Actor | |
| EventGetIgnoreBadPlace(Event *ev) (defined in Actor) | Actor | |
| EventGetInReload(Event *ev) (defined in Actor) | Actor | |
| EventGetInterval(Event *ev) (defined in Actor) | Actor | |
| EventGetKickDir(Event *ev) (defined in Actor) | Actor | |
| EventGetLastEnemyVisibleTime(Event *ev) (defined in Actor) | Actor | |
| EventGetLeash(Event *ev) (defined in Actor) | Actor | |
| EventGetLookAroundAngle(Event *ev) (defined in Actor) | Actor | |
| EventGetMaxDistance(Event *ev) (defined in Actor) | Actor | |
| EventGetMaxHealth(Event *ev) (defined in Entity) | Entity | |
| EventGetMaxNoticeTimeScale(Event *ev) (defined in Actor) | Actor | |
| EventGetMinDistance(Event *ev) (defined in Actor) | Actor | |
| EventGetMood(Event *ev) (defined in Actor) | Actor | |
| EventGetMoveDoneRadius(Event *ev) (defined in Actor) | Actor | |
| EventGetMumble(Event *ev) (defined in Actor) | Actor | |
| EventGetNoIdle(Event *ev) (defined in Actor) | Actor | |
| EventGetNoLongPain(Event *ev) (defined in Actor) | Actor | |
| EventGetNormalHealth(Event *ev) (defined in Entity) | Entity | |
| EventGetNoSurprise(Event *ev) (defined in Actor) | Actor | |
| EventGetPainHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetPatrolPath(Event *ev) (defined in Actor) | Actor | |
| EventGetPatrolWaitTrigger(Event *ev) (defined in Actor) | Actor | |
| EventGetPosition(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetRadnum(Event *ev) (defined in Entity) | Entity | |
| EventGetRotatedBbox(Event *ev) (defined in Entity) | Entity | |
| EventGetRunAnim(Event *ev) (defined in Actor) | Actor | |
| EventGetRunAnimRate(Event *ev) (defined in Actor) | Actor | |
| EventGetSight(Event *ev) (defined in Actor) | Actor | |
| EventGetSilent(Event *ev) (defined in Actor) | Actor | |
| EventGetSniperHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetSoundAwareness(Event *ev) (defined in Actor) | Actor | |
| EventGetSuppressChance(Event *ev) (defined in Actor) | Actor | |
| EventGetTeam(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGetThinkState(Event *ev) (defined in Actor) | Actor | |
| EventGetThreatBias(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGetTurnDoneError(Event *ev) (defined in Actor) | Actor | |
| EventGetTurret(Event *ev) (defined in Actor) | Actor | |
| EventGetTypeAttack(Event *ev) (defined in Actor) | Actor | |
| EventGetTypeDisguise(Event *ev) (defined in Actor) | Actor | |
| EventGetTypeGrenade(Event *ev) (defined in Actor) | Actor | |
| EventGetTypeIdle(Event *ev) (defined in Actor) | Actor | |
| EventGetVisibilityThreshold(Event *ev) (defined in Actor) | Actor | |
| EventGetWalkAnim(Event *ev) (defined in Actor) | Actor | |
| EventGetWeapon(Event *ev) (defined in Actor) | Actor | |
| EventGetWeaponGroup(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGetWeaponType(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventGiveAmmo(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| EventGiveDynItem(Event *ev) (defined in Sentient) | Sentient | protected |
| EventGiveItem(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| EventGiveTargetname(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| EventGiveWeapon(Event *ev) (defined in Actor) | Actor | |
| EventGiveWeaponInternal(Event *ev) (defined in Actor) | Actor | |
| EventHasCompleteLookahead(Event *ev) (defined in Actor) | Actor | |
| EventHideModel(Event *ev) (defined in Entity) | Entity | |
| EventHolster(Event *ev) (defined in Actor) | Actor | |
| EventIdleSayAnim(Event *ev) (defined in Actor) | Actor | |
| EventInPVS(Event *ev) (defined in Entity) | Entity | |
| EventInterruptPoint(Event *ev) (defined in Actor) | Actor | |
| EventIntervalDir(Event *ev) (defined in Actor) | Actor | |
| EventIsEnemyVisible(Event *ev) (defined in Actor) | Actor | |
| EventIsLoopingAnim(Event *ev) (defined in Animate) | Animate | |
| EventKilled(Event *ev) (defined in Actor) | Actor | |
| EventLookAt(Event *ev) (defined in Actor) | Actor | |
| EventMoveDir(Event *ev) (defined in Actor) | Actor | |
| EventMovementStealth(Event *ev) (defined in Entity) | Entity | |
| EventMultiPlayerCommand(Event *ev) (defined in Entity) | Entity | |
| EventNoAnimLerp(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventNormalDamage(Event *ev) (defined in Entity) | Entity | |
| EventPain(Event *ev) (defined in Actor) | Actor | |
| EventPathDist(Event *ev) (defined in Actor) | Actor | |
| EventPauseAnim(Event *ev) (defined in Animate) | Animate | |
| EventPingForMines(Event *ev) (defined in Sentient) | Sentient | |
| EventPlayerSpawn(Event *ev) (defined in Animate) | Animate | |
| EventPlayerSpawnUtility(Event *ev) (defined in Animate) | Animate | |
| EventPointAt(Event *ev) (defined in Actor) | Actor | |
| EventPopHelmet(Event *ev) (defined in Sentient) | Sentient | protected |
| EventQuitTeam(Event *ev) (defined in Entity) | Entity | |
| EventRealismModeCommand(Event *ev) (defined in Entity) | Entity | |
| EventReload_mg42(Event *ev) (defined in Actor) | Actor | |
| EventResetLeash(Event *ev) (defined in Actor) | Actor | |
| EventRevive(Event *ev) (defined in Entity) | Entity | |
| EventSayAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetAccuracy(Event *ev) (defined in Actor) | Actor | |
| EventSetActionAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetAimMotionAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetAimTarget(Event *ev) (defined in Actor) | Actor | |
| EventSetAlarmNode(Event *ev) (defined in Actor) | Actor | |
| EventSetAlarmThread(Event *ev) (defined in Actor) | Actor | |
| EventSetAmmoGrenade(Event *ev) (defined in Actor) | Actor | |
| EventSetAngleYawSpeed(Event *ev) (defined in Actor) | Actor | |
| EventSetAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetAnimFinal(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetAnimLength(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetAnimMode(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetAnimName(Event *ev) (defined in Actor) | Actor | |
| EventSetAttackHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetAvoidPlayer(Event *ev) (defined in Actor) | Actor | |
| EventSetBalconyHeight(Event *ev) (defined in Actor) | Actor | |
| EventSetBreathSteam(Event *ev) (defined in Actor) | Actor | |
| EventSetCrossblendTime(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetDeathHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetDefaultVisibilityThreshold(Event *ev) (defined in Actor) | Actor | |
| EventSetDestIdle(Event *ev) (defined in Actor) | Actor | |
| EventSetDestIdle2(Event *ev) (defined in Actor) | Actor | |
| EventSetDisguiseAcceptThread(Event *ev) (defined in Actor) | Actor | |
| EventSetDisguiseLevel(Event *ev) (defined in Actor) | Actor | |
| EventSetDisguisePeriod(Event *ev) (defined in Actor) | Actor | |
| EventSetDisguiseRange(Event *ev) (defined in Actor) | Actor | |
| EventSetEmotion(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetEnemyShareRange(Event *ev) (defined in Actor) | Actor | |
| EventSetFallHeight(Event *ev) (defined in Actor) | Actor | |
| EventSetFavoriteEnemy(Event *ev) (defined in Actor) | Actor | |
| EventSetFixedLeash(Event *ev) (defined in Actor) | Actor | |
| EventSetFov(Event *ev) (defined in Actor) | Actor | |
| EventSetGrenadeAwareness(Event *ev) (defined in Actor) | Actor | |
| EventSetHeadModel(Event *ev) (defined in Actor) | Actor | |
| EventSetHeadSkin(Event *ev) (defined in Actor) | Actor | |
| EventSetHealthOnly(Event *ev) (defined in Entity) | Entity | |
| EventSetHearing(Event *ev) (defined in Actor) | Actor | |
| EventSetIgnoreBadPlace(Event *ev) (defined in Actor) | Actor | |
| EventSetInReload(Event *ev) (defined in Actor) | Actor | |
| EventSetInterval(Event *ev) (defined in Actor) | Actor | |
| EventSetLeash(Event *ev) (defined in Actor) | Actor | |
| EventSetLookAroundAngle(Event *ev) (defined in Actor) | Actor | |
| EventSetMaxDistance(Event *ev) (defined in Actor) | Actor | |
| EventSetMaxHealth(Event *ev) (defined in Entity) | Entity | |
| EventSetMaxNoticeTimeScale(Event *ev) (defined in Actor) | Actor | |
| EventSetMinDistance(Event *ev) (defined in Actor) | Actor | |
| EventSetMood(Event *ev) (defined in Actor) | Actor | |
| EventSetMotionAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetMoveDoneRadius(Event *ev) (defined in Actor) | Actor | |
| EventSetMumble(Event *ev) (defined in Actor) | Actor | |
| EventSetNextBreathTime(Event *ev) (defined in Actor) | Actor | |
| EventSetNoIdle(Event *ev) (defined in Actor) | Actor | |
| EventSetNoLongPain(Event *ev) (defined in Actor) | Actor | |
| EventSetNoSurprise(Event *ev) (defined in Actor) | Actor | |
| EventSetPainHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetPatrolPath(Event *ev) (defined in Actor) | Actor | |
| EventSetPatrolWaitTrigger(Event *ev) (defined in Actor) | Actor | |
| EventSetPosition(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetPreAlarmThread(Event *ev) (defined in Actor) | Actor | |
| EventSetRadnum(Event *ev) (defined in Entity) | Entity | |
| EventSetReloadCover(Event *ev) (defined in Actor) | Actor | |
| EventSetRotatedBbox(Event *ev) (defined in Entity) | Entity | |
| EventSetRunAnimRate(Event *ev) (defined in Actor) | Actor | |
| EventSetSayAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetSight(Event *ev) (defined in Actor) | Actor | |
| EventSetSilent(Event *ev) (defined in Actor) | Actor | |
| EventSetSniperHandler(Event *ev) (defined in SimpleActor) | SimpleActor | |
| EventSetSoundAwareness(Event *ev) (defined in Actor) | Actor | |
| EventSetSuppressChance(Event *ev) (defined in Actor) | Actor | |
| EventSetSyncTime(Event *ev) (defined in Animate) | Animate | |
| EventSetThreatBias(Event *ev) (defined in Sentient) | Sentient | protected |
| EventSetTurnDoneError(Event *ev) (defined in Actor) | Actor | |
| EventSetTurret(Event *ev) (defined in Actor) | Actor | |
| EventSetTypeAttack(Event *ev) (defined in Actor) | Actor | |
| EventSetTypeDisguise(Event *ev) (defined in Actor) | Actor | |
| EventSetTypeGrenade(Event *ev) (defined in Actor) | Actor | |
| EventSetTypeIdle(Event *ev) (defined in Actor) | Actor | |
| EventSetupHelmet(Event *ev) (defined in Sentient) | Sentient | protected |
| EventSetUpperAnim(Event *ev) (defined in Actor) | Actor | |
| EventSetVisibilityThreshold(Event *ev) (defined in Actor) | Actor | |
| EventSetWeaponIdleState(Event *ev) (defined in Sentient) | Sentient | |
| EventSetYawFromBone(Event *ev) (defined in Animate) | Animate | |
| EventShareEnemy(Event *ev) (defined in Actor) | Actor | |
| EventShareGrenade(Event *ev) (defined in Actor) | Actor | |
| EventShootableOnly(Event *ev) (defined in Entity) | Entity | |
| EventShowModel(Event *ev) (defined in Entity) | Entity | |
| EventSightTrace(Event *ev) (defined in Entity) | Entity | |
| EventSinglePlayerCommand(Event *ev) (defined in Entity) | Entity | |
| EventSound(Event *ev) (defined in Actor) | Actor | |
| EventSoundDone(Event *ev) (defined in Actor) | Actor | |
| EventSPRealismModeCommand(Event *ev) (defined in Entity) | Entity | |
| EventStart(Event *ev) (defined in Actor) | Actor | |
| EventTake(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| EventTether(Event *ev) (defined in Actor) | Actor | |
| EventToggleItemUse(Event *ev) (defined in Sentient) | Sentient | protected |
| EventTrace(Event *ev) (defined in Entity) | Entity | |
| EventTurnTo(Event *ev) (defined in Actor) | Actor | |
| EventUnbind(Event *ev) (defined in Entity) | Entity | |
| EventUnglue(Event *ev) (defined in Entity) | Entity | |
| EventUnholster(Event *ev) (defined in Actor) | Actor | |
| EventUpperAnim(Event *ev) (defined in Actor) | Actor | |
| EventUseItem(Event *ev) (defined in Sentient) | Sentient | protected |
| EventUseWeapon(Event *ev) (defined in Sentient) | Sentient | |
| EventUseWeaponClass(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| EventVolumeDamage(Event *ev) (defined in Entity) | Entity | |
| EventWriteStats(Event *ev) (defined in Actor) | Actor | |
| Explosion(Event *ev) (defined in Entity) | Entity | |
| ExtractConstraints(mmove_t *mm) (defined in Actor) | Actor | |
| EyePosition(void) (defined in Sentient) | Sentient | virtual |
| eyeposition (defined in Sentient) | Sentient | |
| FaceDirectionDuringMotion(vec3_t vLook) (defined in Actor) | Actor | |
| FaceEnemyOrMotion(int iTimeIntoMove) (defined in Actor) | Actor | |
| FaceMotion(void) (defined in Actor) | Actor | |
| Fade(Event *ev) (defined in Entity) | Entity | |
| FadeIn(Event *ev) (defined in Entity) | Entity | |
| FadeNoRemove(Event *ev) (defined in Entity) | Entity | |
| FadeOut(Event *ev) (defined in Entity) | Entity | |
| FindAmmoByName(str name) (defined in Sentient) | Sentient | |
| FindItem(const char *itemname) (defined in Sentient) | Sentient | |
| FindItemByClassName(const char *classname) (defined in Sentient) | Sentient | |
| FindItemByExternalName(const char *externalname) (defined in Sentient) | Sentient | |
| FindItemByModelname(const char *modelname) (defined in Sentient) | Sentient | |
| FindPathAway(vec3_t vAwayFrom, vec2_t vDirPreferred, float fMinSafeDist) (defined in SimpleActor) | SimpleActor | |
| FindPathAwayWithLeash(vec3_t vAwayFrom, vec3_t vDirPreferred, float fMinSafeDist) (defined in Actor) | Actor | |
| FindPathNearWithLeash(vec3_t vNearbyTo, float fCloseDistSquared) (defined in Actor) | Actor | |
| FindSniperNodeAndSetPath(bool *pbTryAgain) (defined in Actor) | Actor | |
| FinishedAnimation_Alarm(void) (defined in Actor) | Actor | |
| FinishedAnimation_Anim(void) (defined in Actor) | Actor | |
| FinishedAnimation_AnimCurious(void) (defined in Actor) | Actor | |
| FinishedAnimation_BalconyAttack(void) (defined in Actor) | Actor | |
| FinishedAnimation_BalconyKilled(void) (defined in Actor) | Actor | |
| FinishedAnimation_Cover(void) (defined in Actor) | Actor | |
| FinishedAnimation_Curious(void) (defined in Actor) | Actor | |
| FinishedAnimation_DisguiseSalute(void) (defined in Actor) | Actor | |
| FinishedAnimation_Grenade(void) (defined in Actor) | Actor | |
| FinishedAnimation_Killed(void) (defined in Actor) | Actor | |
| FinishedAnimation_MachineGunner(void) (defined in Actor) | Actor | |
| FinishedAnimation_Pain(void) (defined in Actor) | Actor | |
| FinishedAnimation_Turret(void) (defined in Actor) | Actor | |
| FinishedAnimation_Weaponless(void) (defined in Actor) | Actor | |
| fire_owner (defined in Sentient) | Sentient | |
| FireWeapon(Event *ev) (defined in Actor) | Actor | |
| FireWeapon(int number, firemode_t mode) (defined in Sentient) | Sentient | protectedvirtual |
| FixAIParameters(void) (defined in Actor) | Actor | |
| Flags(Event *ev) (defined in Entity) | Entity | |
| flags (defined in Entity) | Entity | |
| Footstep(const char *szTagName, int iRunning, int iEquipment) (defined in Sentient) | Sentient | |
| FootstepMain(trace_t *trace, int iRunning, int iEquipment) (defined in Sentient) | Sentient | |
| FootstepSound(vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator) (defined in Actor) | Actor | |
| ForceActivate(Event *ev) (defined in Entity) | Entity | |
| ForceAttackPlayer(void) (defined in Actor) | Actor | |
| ForwardExec(Event *ev) (defined in Animate) | Animate | |
| ForwardLook(void) (defined in Actor) | Actor | inline |
| FovCheck(float *delta, float fovdot) (defined in Entity) | Entity | |
| frame_delta (defined in Animate) | Animate | |
| frametimes (defined in Animate) | Animate | protected |
| FreeInventory(void) (defined in Sentient) | Sentient | |
| FriendlyInLineOfFire(Entity *other) (defined in Actor) | Actor | |
| GenericGrenadeTossThink(void) (defined in Actor) | Actor | |
| GetActionSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| GetActiveWeap(Event *ev) (defined in Sentient) | Sentient | |
| GetActiveWeapon(weaponhand_t hand) const (defined in Sentient) | Sentient | |
| getAmmoInventory() const (defined in Sentient) | Sentient | |
| GetAngleEvent(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetAngles(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetAntiBunchPoint(void) (defined in Actor) | Actor | |
| GetAVelocity(Event *ev) (defined in Entity) | Entity | |
| GetBloodSplatName(void) (defined in Sentient) | Sentient | protected |
| GetBloodSplatSize(void) (defined in Sentient) | Sentient | protected |
| GetBloodSpurtName(void) (defined in Sentient) | Sentient | protected |
| GetBrushModelEvent(Event *ev) (defined in Entity) | Entity | inline |
| GetCentroid(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| getContents(void) (defined in Entity) | Entity | inline |
| GetControllerAngles(int num) (defined in Entity) | Entity | |
| GetControllerAngles(Event *ev) (defined in Entity) | Entity | |
| GetControllerTag(int num) const (defined in Entity) | Entity | |
| GetCrossTime(int slot) (defined in Animate) | Animate | |
| GetEmotionAnim(void) (defined in SimpleActor) | SimpleActor | |
| GetForwardVector(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetGibName(void) (defined in Sentient) | Sentient | protected |
| GetHealth(Event *ev) (defined in Entity) | Entity | |
| getInventory() const (defined in Sentient) | Sentient | |
| GetLadder() const (defined in Sentient) | Sentient | |
| GetLeftVector(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| getLocalVector(Vector vec) (defined in Entity) | Entity | |
| GetLocalYawFromVector(Event *ev) (defined in Entity) | Entity | |
| GetMaxs(Event *ev) (defined in Entity) | Entity | |
| GetMins(Event *ev) (defined in Entity) | Entity | |
| getModel() const (defined in Entity) | Entity | |
| GetModelEvent(Event *ev) (defined in Entity) | Entity | inline |
| GetMotionSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| GetMoveInfo(mmove_t *mm) override (defined in Actor) | Actor | virtual |
| getMoveType(void) (defined in Entity) | Entity | inline |
| GetNationality(Event *ev) (defined in Actor) | Actor | |
| GetNewActiveWeapon(void) (defined in Sentient) | Sentient | |
| GetNewActiveWeapon(Event *ev) (defined in Sentient) | Sentient | |
| GetNewActiveWeaponHand(void) (defined in Sentient) | Sentient | |
| GetNewActiveWeaponHand(Event *ev) (defined in Sentient) | Sentient | |
| GetNewActiveWeaponOld(Event *ev) (defined in Sentient) | Sentient | |
| GetNormalTime(int slot=0) (defined in Animate) | Animate | |
| GetOrigin(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| getParentVector(Vector vec) (defined in Entity) | Entity | virtual |
| GetRandomAlias(str name, AliasListNode_t **ret) (defined in Entity) | Entity | inline |
| GetRawTag(int tagnum, orientation_t *orient) (defined in Entity) | Entity | |
| GetRawTag(const char *tagname, orientation_t *orient) (defined in Entity) | Entity | |
| GetRightVector(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetRunAnim(void) (defined in SimpleActor) | SimpleActor | |
| GetSaySlot(void) (defined in SimpleActor) | SimpleActor | |
| GetScale(Event *ev) (defined in Entity) | Entity | |
| getSolidType(void) (defined in Entity) | Entity | inline |
| GetStateAnims(Container< const char * > *c) (defined in Sentient) | Sentient | virtual |
| GetSyncRate() (defined in Animate) | Animate | inline |
| GetSyncTime() (defined in Animate) | Animate | inline |
| GetTag(int tagnum, orientation_t *orient) (defined in Entity) | Entity | |
| GetTag(const char *name, orientation_t *orient) (defined in Entity) | Entity | |
| GetTag(int tagnum, Vector *pos, Vector *forward=NULL, Vector *left=NULL, Vector *up=NULL) (defined in Entity) | Entity | |
| GetTag(const char *name, Vector *pos, Vector *forward=NULL, Vector *left=NULL, Vector *up=NULL) (defined in Entity) | Entity | |
| GetTagAngles(Event *ev) (defined in Entity) | Entity | |
| GetTagPosition(Event *ev) (defined in Entity) | Entity | |
| GetTagPositionAndOrientation(str tagname, orientation_t *new_or) (defined in Entity) | Entity | |
| GetTagPositionAndOrientation(int tagnum, orientation_t *new_or) (defined in Entity) | Entity | |
| GetTarget(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetTargetname(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetThinkType(const_str csName) (defined in Actor) | Actor | |
| GetTime(int slot=0) (defined in Animate) | Animate | |
| GetTurret() const (defined in Sentient) | Sentient | |
| GetUpVector(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| GetVehicle() const (defined in Sentient) | Sentient | |
| GetVehicleTank(void) (defined in Sentient) | Sentient | |
| GetVelocity(Event *ev) (defined in Entity) | Entity | |
| GetViewAngles(void) (defined in Sentient) | Sentient | virtual |
| GetVoiceType(Event *ev) (defined in Actor) | Actor | |
| GetWalkAnim(void) (defined in SimpleActor) | SimpleActor | |
| GetWeapon(int index) (defined in Sentient) | Sentient | |
| GetWeight(int slot=0) (defined in Animate) | Animate | inline |
| GetYaw(Event *ev) (defined in Entity) | Entity | |
| GetYawOffset() (defined in Animate) | Animate | |
| GetZone(Event *ev) (defined in Entity) | Entity | |
| Ghost(Event *ev) (defined in Entity) | Entity | |
| GiveAmmo(str type, int amount, int max_amount=-1) (defined in Sentient) | Sentient | |
| giveItem(str itemname, int amount=1) (defined in Sentient) | Sentient | |
| GiveOxygen(float time) (defined in Entity) | Entity | |
| GlobalFuncs (defined in Actor) | Actor | static |
| glue(Entity *master, qboolean use_my_angles=qtrue, qboolean can_duck=qfalse) (defined in Entity) | Entity | virtual |
| GlueEvent(Event *ev) (defined in Entity) | Entity | |
| Gravity(Event *ev) (defined in Entity) | Entity | |
| gravity (defined in Entity) | Entity | |
| Grenade_Acquire(eGrenadeState eNextState, const_str csReturnAnim) (defined in Actor) | Actor | |
| Grenade_EventAttach(Event *ev) (defined in Actor) | Actor | |
| Grenade_EventDetach(Event *ev) (defined in Actor) | Actor | |
| Grenade_EventFire(Event *ev) (defined in Actor) | Actor | |
| Grenade_Flee(void) (defined in Actor) | Actor | |
| Grenade_Kick(void) (defined in Actor) | Actor | |
| Grenade_KickAcquire(void) (defined in Actor) | Actor | |
| Grenade_Martyr(void) (defined in Actor) | Actor | |
| Grenade_MartyrAcquire(void) (defined in Actor) | Actor | |
| Grenade_NextThinkState(void) (defined in Actor) | Actor | |
| Grenade_Throw(void) (defined in Actor) | Actor | |
| Grenade_ThrowAcquire(void) (defined in Actor) | Actor | |
| Grenade_Wait(void) (defined in Actor) | Actor | |
| GrenadeNotification(Entity *originator) (defined in Actor) | Actor | |
| GrenadeThrowPoint(const Vector &vFrom, const Vector &vDelta, const_str csAnim) (defined in Actor) | Actor | static |
| GrenadeWillHurtTeamAt(const Vector &vTo) (defined in Actor) | Actor | |
| groundcontents (defined in Entity) | Entity | |
| groundentity (defined in Entity) | Entity | |
| groundplane (defined in Entity) | Entity | |
| gunoffset (defined in Sentient) | Sentient | |
| GunPosition(void) override (defined in Actor) | Actor | virtual |
| GunTarget(bool bNoCollision, const vec3_t position, const vec3_t forward) override (defined in Actor) | Actor | virtual |
| HandleKilled(Event *ev, bool bPlayDeathAnim) (defined in Actor) | Actor | |
| HandlePain(Event *ev) (defined in Actor) | Actor | |
| HasAnim(const char *animname) (defined in Animate) | Animate | |
| HasItem(const char *itemname) (defined in Sentient) | Sentient | |
| HasPrimaryWeapon(void) (defined in Sentient) | Sentient | |
| HasSecondaryWeapon(void) (defined in Sentient) | Sentient | |
| HasVehicle(void) const (defined in Entity) | Entity | inlinevirtual |
| HasWeaponClass(int iWeaponClass) (defined in Sentient) | Sentient | |
| HealEvent(Event *ev) (defined in Entity) | Entity | |
| health (defined in Entity) | Entity | |
| hidden(void) (defined in Entity) | Entity | inline |
| hideModel(void) (defined in Entity) | Entity | inline |
| hit_obstacle_time (defined in SimpleActor) | SimpleActor | |
| HitSky(trace_t *trace) (defined in Entity) | Entity | inlinevirtual |
| HitSky(void) (defined in Entity) | Entity | virtual |
| Holster(void) (defined in Actor) | Actor | |
| Holster(qboolean putaway) (defined in Sentient) | Sentient | |
| holsteredWeapon (defined in Sentient) | Sentient | protected |
| HolsterOffHand(void) (defined in Actor) | Actor | |
| HurtEvent(Event *ev) (defined in Entity) | Entity | |
| IdleLook(void) (defined in Actor) | Actor | |
| IdleLook(vec3_t dir) (defined in Actor) | Actor | |
| IdlePoint(void) (defined in Actor) | Actor | |
| IdleThink(void) (defined in Actor) | Actor | |
| IdleTurn(void) (defined in Actor) | Actor | |
| IgnoreSound(int iType) (defined in Actor) | Actor | inline |
| IgnoreSoundClear(int iType) (defined in Actor) | Actor | inline |
| IgnoreSoundClearAll(void) (defined in Actor) | Actor | inline |
| IgnoreSoundSet(int iType) (defined in Actor) | Actor | inline |
| IgnoreSoundSetAll(void) (defined in Actor) | Actor | inline |
| Immune(int meansofdeath) (defined in Entity) | Entity | |
| immunities (defined in Entity) | Entity | |
| in_block (defined in Sentient) | Sentient | |
| in_melee_attack (defined in Sentient) | Sentient | |
| in_stun (defined in Sentient) | Sentient | |
| iNextLandTime (defined in Sentient) | Sentient | |
| InFOV(Vector pos, float check_fov, float check_fovdot) (defined in Actor) | Actor | |
| InFOV(Vector pos) (defined in Actor) | Actor | inline |
| InFOV(Entity *ent) (defined in Actor) | Actor | inline |
| Init(void) (defined in Actor) | Actor | static |
| InitAim(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitAlarm(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitAnim(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitAnimCurious(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBadPlace(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyAttack(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyCurious(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyDisguise(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyGrenade(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyIdle(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyKilled(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitBalconyPain(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitCover(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitCurious(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDead(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDisguiseNone(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDisguiseOfficer(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDisguiseRover(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDisguiseSalute(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDisguiseSentry(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDogAttack(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDogCurious(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitDogIdle(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitGrenade(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitIdle(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitKilled(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitMachineGunner(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitNoClip(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitPain(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitPatrol(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitRunAndShoot(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitRunner(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitThinkStates(void) (defined in Actor) | Actor | |
| InitTurret(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitVoid(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InitWeaponless(GlobalFuncs_t *func) (defined in Actor) | Actor | static |
| InterruptPoint_Turret(void) (defined in Actor) | Actor | |
| inventory (defined in Sentient) | Sentient | protected |
| is_paused (defined in Animate) | Animate | protected |
| IsActiveWeapon(Weapon *weapon) (defined in Sentient) | Sentient | protected |
| IsAttacking(void) const (defined in Actor) | Actor | inline |
| IsAttackState(int state) (defined in Actor) | Actor | static |
| IsBadPlaceState(int state) (defined in Actor) | Actor | static |
| isBoundTo(Entity *master) (defined in Entity) | Entity | |
| isClient(void) (defined in Entity) | Entity | inline |
| IsCuriousState(int state) (defined in Actor) | Actor | static |
| IsDead() const (defined in Entity) | Entity | virtual |
| IsDisabled() const override (defined in Actor) | Actor | virtual |
| IsDisguiseState(int state) (defined in Actor) | Actor | static |
| IsDogState(int state) (defined in Actor) | Actor | static |
| IsGrenadeState(int state) (defined in Actor) | Actor | static |
| IsIdleState(int state) (defined in Actor) | Actor | static |
| IsImmortal(void) override (defined in Actor) | Actor | virtual |
| IsInside(Event *ev) (defined in Entity) | Entity | |
| IsInside(Entity *e1) (defined in Entity) | Entity | |
| IsInZone(Event *ev) (defined in Entity) | Entity | |
| IsKilledState(int state) (defined in Actor) | Actor | static |
| IsMachineGunnerState(int state) (defined in Actor) | Actor | static |
| IsNewActiveWeapon(void) (defined in Sentient) | Sentient | |
| IsNoClipState(int state) (defined in Actor) | Actor | |
| IsOnFloor(void) (defined in Actor) | Actor | |
| IsPainState(int state) (defined in Actor) | Actor | static |
| IsRepeatType(int slot) (defined in Animate) | Animate | inline |
| IsSquadMate(Sentient *pFriendly) (defined in Sentient) | Sentient | |
| IsSubclassOfActor(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfAnimate(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfCamera(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfCrateObject(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfDoor(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfEntity(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfInventoryItem(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfItem(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfPathNode(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfPlayer(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfProjectile(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfSentient(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfSplinePath(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfTempWaypoint(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfTurretGun(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfVehicle(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfVehiclePoint(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfVehicleTank(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfVehicleTurretGun(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfWaypoint(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsSubclassOfWeapon(void) const (defined in SimpleEntity) | SimpleEntity | |
| IsTeamMate(Sentient *pOther) (defined in Sentient) | Sentient | |
| IsTouching(Event *ev) (defined in Entity) | Entity | |
| IsTouching(Entity *e1) (defined in Entity) | Entity | |
| IsVoidState(int state) (defined in Actor) | Actor | static |
| JoinNearbySquads(float fJoinRadius=1024.0f) (defined in Sentient) | Sentient | |
| JoinTeam(Event *ev) (defined in Entity) | Entity | |
| joinTeam(Entity *teammember) (defined in Entity) | Entity | |
| JumpXY(Event *ev) (defined in Sentient) | Sentient | |
| Kill(Event *ev) (defined in Entity) | Entity | |
| KillAttach(Event *ev) (defined in Entity) | Entity | |
| Killed(Event *ev) (defined in Entity) | Entity | virtual |
| Killed_Balcony(Event *ev, bool bPlayDeathAnim) (defined in Actor) | Actor | |
| KillTarget(void) (defined in Entity) | Entity | inline |
| killtarget (defined in Entity) | Entity | |
| Landed(Event *ev) (defined in Actor) | Actor | |
| LandingSound(float volume, int iEquipment) (defined in Sentient) | Sentient | |
| lastActiveWeapon (defined in Sentient) | Sentient | protected |
| LastPathNode(void) const (defined in SimpleActor) | SimpleActor | |
| LightBlue(Event *ev) (defined in Entity) | Entity | |
| LightGreen(Event *ev) (defined in Entity) | Entity | |
| LightOff(Event *ev) (defined in Entity) | Entity | |
| LightOn(Event *ev) (defined in Entity) | Entity | |
| LightRadius(Event *ev) (defined in Entity) | Entity | |
| lightRadius (defined in Entity) | Entity | |
| LightRed(Event *ev) (defined in Entity) | Entity | |
| LightStyle(Event *ev) (defined in Entity) | Entity | |
| Link() (defined in Sentient) | Sentient | protected |
| link(void) (defined in Entity) | Entity | |
| ListInventory(void) (defined in Sentient) | Sentient | |
| LMRF (defined in Sentient) | Sentient | protected |
| localangles (defined in Entity) | Entity | |
| localorigin (defined in Entity) | Entity | |
| LookAround(float fFovAdd) (defined in Actor) | Actor | |
| LookAt(const Vector &vec) (defined in Actor) | Actor | |
| LookAt(Listener *l) (defined in Actor) | Actor | |
| LookAtCuriosity(void) (defined in Actor) | Actor | |
| LookAtLookEntity(void) (defined in Actor) | Actor | |
| LoopSound(Event *ev) (defined in Entity) | Entity | |
| LoopSound(str sound_name, float volume=-1.0, float min_dist=-1.0, float max_dist=-1.0, float pitch=-1.0) (defined in Entity) | Entity | |
| m_aimNode (defined in Actor) | Actor | |
| m_AlarmNode (defined in Actor) | Actor | |
| m_AlarmThread (defined in Actor) | Actor | |
| m_Anim (defined in SimpleActor) | SimpleActor | |
| m_AnimActionHigh (defined in SimpleActor) | SimpleActor | protected |
| m_AnimDialogHigh (defined in SimpleActor) | SimpleActor | protected |
| m_AnimMode (defined in Actor) | Actor | |
| m_AnimMotionHigh (defined in SimpleActor) | SimpleActor | protected |
| m_AttackHandler (defined in SimpleActor) | SimpleActor | |
| m_bActionAnimSet (defined in SimpleActor) | SimpleActor | |
| m_bAimAnimSet (defined in SimpleActor) | SimpleActor | |
| m_bAnimating (defined in Actor) | Actor | |
| m_bAnimScriptSet (defined in Actor) | Actor | |
| m_bAutoAvoidPlayer (defined in Actor) | Actor | |
| m_bBecomeRunner (defined in Actor) | Actor | |
| m_bBreathSteam (defined in Actor) | Actor | |
| m_bCanShootEnemy (defined in Actor) | Actor | |
| m_bDesiredEnableEnemy (defined in Actor) | Actor | |
| m_bDirtyThinkState (defined in Actor) | Actor | |
| m_bDoAI (defined in SimpleActor) | SimpleActor | |
| m_bDontDropWeapons (defined in Sentient) | Sentient | protected |
| m_bDoPhysics (defined in Actor) | Actor | |
| m_bEnableEnemy (defined in Actor) | Actor | |
| m_bEnablePain (defined in Actor) | Actor | |
| m_bEnemyInFOV (defined in Actor) | Actor | |
| m_bEnemyIsDisguised (defined in Actor) | Actor | |
| m_bEnemySwitch (defined in Actor) | Actor | |
| m_bEnemyVisible (defined in Actor) | Actor | |
| m_bFaceEnemy (defined in Actor) | Actor | |
| m_bFixedLeash (defined in Actor) | Actor | |
| m_bFootOnGround_Left (defined in Sentient) | Sentient | |
| m_bFootOnGround_Right (defined in Sentient) | Sentient | |
| m_bForceAttackPlayer (defined in Actor) | Actor | |
| m_bForceDropHealth (defined in Sentient) | Sentient | |
| m_bForceDropWeapon (defined in Sentient) | Sentient | |
| m_bGlueAngles (defined in Entity) | Entity | |
| m_bGlueDuckable (defined in Entity) | Entity | |
| m_bGrenadeBounced (defined in Actor) | Actor | |
| m_bHasDesiredLookAngles (defined in SimpleActor) | SimpleActor | |
| m_bHasDesiredLookDest (defined in SimpleActor) | SimpleActor | |
| m_bHasDisguise (defined in Sentient) | Sentient | |
| m_bHasVisibilityThreshold (defined in Actor) | Actor | |
| m_bHeadAnglesAchieved (defined in Actor) | Actor | |
| m_bIgnoreBadPlace (defined in Actor) | Actor | |
| m_bInReload (defined in Actor) | Actor | |
| m_bIsAnimal (defined in Sentient) | Sentient | |
| m_bIsCurious (defined in Actor) | Actor | |
| m_bIsDisguised (defined in Sentient) | Sentient | |
| m_bLevelActionAnim (defined in SimpleActor) | SimpleActor | |
| m_bLevelMotionAnim (defined in SimpleActor) | SimpleActor | |
| m_bLevelSayAnim (defined in SimpleActor) | SimpleActor | |
| m_BlockedPaths (defined in Entity) | Entity | |
| m_bLockThinkState (defined in Actor) | Actor | |
| m_bLUpperArmAnglesAchieved (defined in Actor) | Actor | |
| m_bMotionAnimSet (defined in SimpleActor) | SimpleActor | |
| m_bMumble (defined in Actor) | Actor | |
| m_bNeedReload (defined in Actor) | Actor | |
| m_bNewEnemy (defined in Actor) | Actor | |
| m_bNextForceStart (defined in SimpleActor) | SimpleActor | |
| m_bNextLevelSayAnim (defined in SimpleActor) | SimpleActor | |
| m_bNoIdleAfterAnim (defined in Actor) | Actor | |
| m_bNoLongPain (defined in Actor) | Actor | |
| m_bNoPlayerCollision (defined in Actor) | Actor | |
| m_bNoSurprise (defined in Actor) | Actor | |
| m_bOvercookDied (defined in Sentient) | Sentient | |
| m_bPathErrorTime (defined in SimpleActor) | SimpleActor | |
| m_bPatrolWaitTrigger (defined in Actor) | Actor | |
| m_bSayAnimSet (defined in SimpleActor) | SimpleActor | |
| m_bScriptGoalValid (defined in Actor) | Actor | |
| m_bSilent (defined in Actor) | Actor | |
| m_bStartPathGoalEndAnim (defined in SimpleActor) | SimpleActor | |
| m_bThink (defined in SimpleActor) | SimpleActor | |
| m_bTorsoAnglesAchieved (defined in Actor) | Actor | |
| m_bTurretNoInitialCover (defined in Actor) | Actor | |
| m_bUpdateAnimDoneFlags (defined in SimpleActor) | SimpleActor | |
| m_ChangeActionAnimIndex (defined in SimpleActor) | SimpleActor | |
| m_ChangeMotionAnimIndex (defined in SimpleActor) | SimpleActor | |
| m_ChangeSayAnimIndex (defined in SimpleActor) | SimpleActor | |
| m_csAnimName (defined in SimpleActor) | SimpleActor | |
| m_csAnimScript (defined in Actor) | Actor | |
| m_csCurrentPosition (defined in SimpleActor) | SimpleActor | |
| m_csHeadModel (defined in Actor) | Actor | |
| m_csHeadSkin (defined in Actor) | Actor | |
| m_csIdleMood (defined in SimpleActor) | SimpleActor | |
| m_csLoadOut (defined in Actor) | Actor | |
| m_csMood (defined in SimpleActor) | SimpleActor | |
| m_csNextAnimString (defined in SimpleActor) | SimpleActor | |
| m_csPathGoalEndAnimScript (defined in SimpleActor) | SimpleActor | |
| m_csPatrolCurrentAnim (defined in Actor) | Actor | |
| m_csSayAnim (defined in SimpleActor) | SimpleActor | |
| m_csSpecialAttack (defined in Actor) | Actor | |
| m_csThinkNames (defined in Actor) | Actor | static |
| m_csThinkStateNames (defined in Actor) | Actor | static |
| m_csUpperAnim (defined in SimpleActor) | SimpleActor | |
| m_csWeapon (defined in Actor) | Actor | |
| m_DeathHandler (defined in SimpleActor) | SimpleActor | |
| m_DesiredGunDir (defined in SimpleActor) | SimpleActor | |
| m_DesiredLookAngles (defined in SimpleActor) | SimpleActor | |
| m_DesiredYaw (defined in SimpleActor) | SimpleActor | |
| m_Dest (defined in SimpleActor) | SimpleActor | |
| m_DisguiseAcceptThread (defined in Actor) | Actor | |
| m_eAnimMode (defined in SimpleActor) | SimpleActor | |
| m_eDontFaceWallMode (defined in Actor) | Actor | |
| m_eEmotionMode (defined in SimpleActor) | SimpleActor | |
| m_eGrenadeMode (defined in Actor) | Actor | |
| m_eGrenadeState (defined in Actor) | Actor | |
| m_Enemy (defined in Sentient) | Sentient | |
| m_eNextAnimMode (defined in SimpleActor) | SimpleActor | |
| m_fAimLimit_down (defined in SimpleActor) | SimpleActor | |
| m_fAimLimit_up (defined in SimpleActor) | SimpleActor | |
| m_fAngleYawSpeed (defined in Actor) | Actor | |
| m_FavoriteEnemy (defined in Actor) | Actor | |
| m_fBalconyHeight (defined in Actor) | Actor | |
| m_fCrossblendTime (defined in SimpleActor) | SimpleActor | |
| m_fCrouchWeight (defined in SimpleActor) | SimpleActor | |
| m_fDamageMultipliers (defined in Sentient) | Sentient | protected |
| m_fDfwDerivedYaw (defined in Actor) | Actor | |
| m_fDfwRequestedYaw (defined in Actor) | Actor | |
| m_fDfwTime (defined in Actor) | Actor | |
| m_fFov (defined in Actor) | Actor | |
| m_fFovDot (defined in Actor) | Actor | |
| m_fGrenadeAwareness (defined in Actor) | Actor | |
| m_fHeadMaxTurnSpeed (defined in Actor) | Actor | |
| m_fHearing (defined in Actor) | Actor | |
| m_fHelmetSpeed (defined in Sentient) | Sentient | protected |
| m_fInterval (defined in Actor) | Actor | |
| m_fLeash (defined in Actor) | Actor | |
| m_fLeashSquared (defined in Actor) | Actor | |
| m_fLookAroundFov (defined in Actor) | Actor | |
| m_fLUpperArmTurnSpeed (defined in Actor) | Actor | |
| m_fMaxDisguiseDistSquared (defined in Actor) | Actor | |
| m_fMaxDistance (defined in Actor) | Actor | |
| m_fMaxDistanceSquared (defined in Actor) | Actor | |
| m_fMaxNoticeTimeScale (defined in Actor) | Actor | |
| m_fMaxShareDistSquared (defined in Actor) | Actor | |
| m_fMinDistance (defined in Actor) | Actor | |
| m_fMinDistanceSquared (defined in Actor) | Actor | |
| m_fMoveDoneRadiusSquared (defined in Actor) | Actor | |
| m_fNoticeTimeScale (defined in Actor) | Actor | |
| m_fPathGoalTime (defined in SimpleActor) | SimpleActor | |
| m_fPlayerSightLevel (defined in Sentient) | Sentient | |
| m_fRunAnimRate (defined in Actor) | Actor | |
| m_fSight (defined in Actor) | Actor | |
| m_fSoundAwareness (defined in Actor) | Actor | |
| m_fTorsoCurrentTurnSpeed (defined in Actor) | Actor | |
| m_fTorsoMaxTurnSpeed (defined in Actor) | Actor | |
| m_fTurnDoneError (defined in Actor) | Actor | |
| m_fVisibilityAlpha (defined in Actor) | Actor | |
| m_fVisibilityThreshold (defined in Actor) | Actor | |
| m_groundPlane (defined in SimpleActor) | SimpleActor | |
| m_groundPlaneNormal (defined in SimpleActor) | SimpleActor | |
| m_iActionSlot (defined in SimpleActor) | SimpleActor | |
| m_iAttackerCount (defined in Sentient) | Sentient | |
| m_iBadPlaceIndex (defined in Actor) | Actor | |
| m_iCanShootCheckTime (defined in Actor) | Actor | |
| m_iCuriousAnimHint (defined in Actor) | Actor | |
| m_iCuriousLevel (defined in Actor) | Actor | |
| m_iCuriousTime (defined in Actor) | Actor | |
| m_iCurrentHistory (defined in Actor) | Actor | |
| m_iDisguiseLevel (defined in Actor) | Actor | |
| m_iDisguisePeriod (defined in Actor) | Actor | |
| m_iEnemyChangeTime (defined in Actor) | Actor | |
| m_iEnemyCheckTime (defined in Actor) | Actor | |
| m_iEnemyFovChangeTime (defined in Actor) | Actor | |
| m_iEnemyFovCheckTime (defined in Actor) | Actor | |
| m_iEnemyShowPapersTime (defined in Actor) | Actor | |
| m_iEnemyVisibleChangeTime (defined in Actor) | Actor | |
| m_iEnemyVisibleCheckTime (defined in Actor) | Actor | |
| m_iEyeUpdateTime (defined in Actor) | Actor | |
| m_iFirstGrenadeTime (defined in Actor) | Actor | |
| m_iGunPositionCheckTime (defined in Actor) | Actor | |
| m_iIgnoreSoundsMask (defined in Actor) | Actor | |
| m_iIntervalDirTime (defined in Actor) | Actor | |
| m_iLastEnemyPosChangeTime (defined in Actor) | Actor | |
| m_iLastEnemyVisibleTime (defined in Actor) | Actor | |
| m_iLastFaceDecideTime (defined in Actor) | Actor | |
| m_iLastHitTime (defined in Sentient) | Sentient | |
| m_iLookFlags (defined in Actor) | Actor | |
| m_iMotionSlot (defined in SimpleActor) | SimpleActor | |
| m_iNationality (defined in Actor) | Actor | |
| m_iNextDisguiseTime (defined in Actor) | Actor | |
| m_iNextLookTime (defined in Actor) | Actor | |
| m_iNextWatchStepTime (defined in Actor) | Actor | |
| m_iNumBlockedPaths (defined in Entity) | Entity | |
| m_iNumGlues (defined in Entity) | Entity | |
| m_iOriginTime (defined in Actor) | Actor | |
| m_iPotentialCoverCount (defined in Actor) | Actor | |
| m_iRunHomeTime (defined in Actor) | Actor | |
| m_iSaySlot (defined in SimpleActor) | SimpleActor | |
| m_iSquadStandTime (defined in Actor) | Actor | |
| m_iStateTime (defined in Actor) | Actor | |
| m_iSuppressChance (defined in Actor) | Actor | |
| m_iThreatBias (defined in Sentient) | Sentient | |
| m_iVoiceTime (defined in SimpleActor) | SimpleActor | |
| m_iWallDodgeTimeout (defined in Actor) | Actor | |
| m_maxspeed (defined in SimpleActor) | SimpleActor | |
| m_NearestNode (defined in SimpleActor) | SimpleActor | |
| m_NextAnimLabel (defined in SimpleActor) | SimpleActor | |
| m_NextSentient (defined in Sentient) | Sentient | |
| m_NoClipDest (defined in SimpleActor) | SimpleActor | |
| m_PainHandler (defined in SimpleActor) | SimpleActor | |
| m_PainState (defined in Actor) | Actor | |
| m_PainTime (defined in SimpleActor) | SimpleActor | |
| m_pAnimThread (defined in SimpleActor) | SimpleActor | |
| m_Path (defined in SimpleActor) | SimpleActor | |
| m_patrolCurrentNode (defined in Actor) | Actor | |
| m_pCoverNode (defined in Actor) | Actor | |
| m_pFallPath (defined in Actor) | Actor | |
| m_pGlueMaster (defined in Entity) | Entity | |
| m_pGlues (defined in Entity) | Entity | |
| m_pGluesFlags (defined in Entity) | Entity | |
| m_pGrenade (defined in Actor) | Actor | |
| m_pLadder (defined in Sentient) | Sentient | protected |
| m_pLastAttacker (defined in Sentient) | Sentient | |
| m_pLookEntity (defined in Actor) | Actor | |
| m_pNextSquadMate (defined in Sentient) | Sentient | |
| m_PotentialEnemies (defined in Actor) | Actor | |
| m_pPointEntity (defined in Actor) | Actor | |
| m_pPotentialCoverNode (defined in Actor) | Actor | |
| m_pPrevSquadMate (defined in Sentient) | Sentient | |
| m_PreAlarmThread (defined in Actor) | Actor | |
| m_PrevObstacleNormal (defined in Actor) | Actor | |
| m_PrevSentient (defined in Sentient) | Sentient | |
| m_pszDebugState (defined in Actor) | Actor | |
| m_pTetherEnt (defined in Actor) | Actor | |
| m_pTurnEntity (defined in Actor) | Actor | |
| m_pTurret (defined in Sentient) | Sentient | protected |
| m_pVehicle (defined in Sentient) | Sentient | protected |
| m_sCurrentPathNodeIndex (defined in Actor) | Actor | |
| m_sHelmetSurface1 (defined in Sentient) | Sentient | protected |
| m_sHelmetSurface2 (defined in Sentient) | Sentient | protected |
| m_sHelmetTiki (defined in Sentient) | Sentient | protected |
| m_ShowPapersTime (defined in Sentient) | Sentient | |
| m_SniperHandler (defined in SimpleActor) | SimpleActor | |
| m_State (defined in Actor) | Actor | |
| m_Team (defined in Sentient) | Sentient | |
| m_Think (defined in Actor) | Actor | |
| m_ThinkLevel (defined in Actor) | Actor | |
| m_ThinkMap (defined in Actor) | Actor | |
| m_ThinkState (defined in Actor) | Actor | |
| m_ThinkStates (defined in Actor) | Actor | |
| m_vDesiredLookDest (defined in SimpleActor) | SimpleActor | |
| m_vDfwPos (defined in Actor) | Actor | |
| m_vEyeDir (defined in Actor) | Actor | |
| m_vGrenadePos (defined in Actor) | Actor | |
| m_vGrenadeVel (defined in Actor) | Actor | |
| m_vGunPosition (defined in Actor) | Actor | |
| m_vHeadDesiredAngles (defined in Actor) | Actor | |
| m_vHome (defined in Actor) | Actor | |
| m_vIntervalDir (defined in Actor) | Actor | |
| m_vKickDir (defined in Actor) | Actor | |
| m_vLastEnemyPos (defined in Actor) | Actor | |
| m_vLUpperArmDesiredAngles (defined in Actor) | Actor | |
| m_vNearestNodePos (defined in SimpleActor) | SimpleActor | |
| m_vOriginHistory (defined in Actor) | Actor | |
| m_vScriptGoal (defined in Actor) | Actor | |
| m_vTorsoDesiredAngles (defined in Actor) | Actor | |
| m_vViewVariation (defined in Sentient) | Sentient | |
| m_walking (defined in SimpleActor) | SimpleActor | |
| m_WallDir (defined in Actor) | Actor | |
| m_weightBase (defined in SimpleActor) | SimpleActor | protected |
| m_weightCrossBlend (defined in SimpleActor) | SimpleActor | protected |
| m_weightType (defined in SimpleActor) | SimpleActor | protected |
| m_YawAchieved (defined in SimpleActor) | SimpleActor | |
| mAccuracy (defined in Sentient) | Sentient | |
| MachineGunner_CanSee(Entity *ent, float fov, float vision_distance) (defined in Actor) | Actor | |
| MakeClayPidgeon(Event *ev) (defined in Entity) | Entity | |
| mass (defined in Entity) | Entity | |
| max_gibs (defined in Sentient) | Sentient | |
| max_health (defined in Entity) | Entity | |
| max_mouth_angle (defined in Sentient) | Sentient | |
| MaxAmmoCount(str ammo_type) (defined in Sentient) | Sentient | |
| maxs (defined in Entity) | Entity | |
| mbBreakSpecialAttack (defined in Actor) | Actor | |
| mBodyQueue (defined in Actor) | Actor | static |
| mCurBody (defined in Actor) | Actor | static |
| means_of_death (defined in Sentient) | Sentient | |
| MeleeAttackEnd(Event *ev) (defined in Sentient) | Sentient | |
| MeleeAttackStart(Event *ev) (defined in Sentient) | Sentient | |
| MergeWithSquad(Sentient *pFriendly) (defined in Sentient) | Sentient | |
| mins (defined in Entity) | Entity | |
| model (defined in Entity) | Entity | |
| MoveDest(float fMoveSpeed) (defined in Actor) | Actor | |
| MoveOnPathWithSquad(void) (defined in Actor) | Actor | |
| MovePath(float fMoveSpeed) (defined in Actor) | Actor | |
| MovePathGoal(float fMoveSpeed) (defined in Actor) | Actor | |
| MovePathWithLeash(void) (defined in Actor) | Actor | |
| moveteam (defined in Entity) | Entity | |
| MoveTo(Event *ev) (defined in Actor) | Actor | protected |
| MoveToPatrolCurrentNode(void) (defined in Actor) | Actor | |
| MoveToWaypointWithPlayer(void) (defined in Actor) | Actor | |
| movetype (defined in Entity) | Entity | |
| MPrintf(const char *msg,...) (defined in Entity) | Entity | |
| mTargetPos (defined in Sentient) | Sentient | |
| mVoiceType (defined in Actor) | Actor | |
| NeverDraw(Event *ev) (defined in Entity) | Entity | |
| newActiveWeapon (defined in Sentient) | Sentient | protected |
| NewAnim(int animnum, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| NewAnim(int animnum, Event *endevent, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| NewAnim(int animnum, Event &endevent, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| NewAnim(const char *animname, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| NewAnim(const char *animname, Event *endevent, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| NewAnim(const char *animname, Event &endevent, int slot=0, float weight=1.0f) (defined in Animate) | Animate | |
| newWeapon (defined in Sentient) | Sentient | protected |
| Next(void) (defined in SimpleEntity) | SimpleEntity | |
| next_bleed_time (defined in Sentient) | Sentient | |
| next_catch_on_fire_time (defined in Sentient) | Sentient | |
| NextItem(Item *item) (defined in Sentient) | Sentient | |
| NextPatrolCurrentNode(void) (defined in Actor) | Actor | |
| NextUpdateTime(int iLastUpdateTime, int iUpdatePeriod) (defined in Actor) | Actor | inlinestatic |
| NextWeapon(Weapon *weapon) (defined in Sentient) | Sentient | |
| NoDamageEvent(Event *ev) (defined in Entity) | Entity | |
| NoLerpThisFrame(void) (defined in Entity) | Entity | |
| NoPoint(void) (defined in Actor) | Actor | |
| NormalDraw(Event *ev) (defined in Entity) | Entity | |
| NoTarget(Event *ev) (defined in Entity) | Entity | |
| NoticeFootstep(Sentient *pPedestrian) (defined in Actor) | Actor | |
| NoticeShot(Sentient *pShooter, Sentient *pTarget, float fDist) (defined in Actor) | Actor | |
| NoticeVoice(Sentient *pVocallist) (defined in Actor) | Actor | |
| NotifySquadmateKilled(Sentient *pSquadMate, Sentient *pAttacker) (defined in Actor) | Actor | |
| NumAnims(void) (defined in Animate) | Animate | |
| numchildren (defined in Entity) | Entity | |
| NumFrames(int slot=0) (defined in Animate) | Animate | inline |
| NumInventoryItems(void) (defined in Sentient) | Sentient | |
| NumWeapons(void) (defined in Sentient) | Sentient | |
| obstacle_vel (defined in SimpleActor) | SimpleActor | |
| offset_color (defined in Sentient) | Sentient | protected |
| offset_delta (defined in Sentient) | Sentient | protected |
| on_fire (defined in Sentient) | Sentient | |
| on_fire_stop_time (defined in Sentient) | Sentient | |
| on_fire_tagnums (defined in Sentient) | Sentient | |
| OnFire(Event *ev) (defined in Sentient) | Sentient | |
| orientation (defined in Entity) | Entity | |
| origin (defined in SimpleEntity) | SimpleEntity | |
| Pain_Balcony(Event *ev) (defined in Actor) | Actor | |
| pain_finished (defined in Entity) | Entity | |
| PassesTransitionConditions_Attack(void) (defined in Actor) | Actor | |
| PassesTransitionConditions_BadPlace(void) (defined in Actor) | Actor | |
| PassesTransitionConditions_Curious(void) (defined in Actor) | Actor | |
| PassesTransitionConditions_Disguise(void) (defined in Actor) | Actor | |
| PassesTransitionConditions_Grenade(void) (defined in Actor) | Actor | |
| PassesTransitionConditions_Idle(void) (defined in Actor) | Actor | |
| path_failed_time (defined in SimpleActor) | SimpleActor | |
| PathAvoidsSquadMates(void) const (defined in SimpleActor) | SimpleActor | |
| PathComplete(void) const (defined in SimpleActor) | SimpleActor | |
| PathDelta(void) const (defined in SimpleActor) | SimpleActor | |
| PathDist(void) const (defined in SimpleActor) | SimpleActor | |
| PathDistanceAlongVector(vec3_t vDir) (defined in Actor) | Actor | |
| PathExists(void) const (defined in SimpleActor) | SimpleActor | |
| PathGoal(void) const (defined in SimpleActor) | SimpleActor | |
| PathGoalSlowdownStarted(void) const (defined in SimpleActor) | SimpleActor | |
| PathHasCompleteLookahead(void) const (defined in SimpleActor) | SimpleActor | |
| PathIsValid(void) const (defined in SimpleActor) | SimpleActor | |
| PathnodeClaimRevoked(PathNode *node) override (defined in Actor) | Actor | virtual |
| PathnodeClaimRevoked_Cover(void) (defined in Actor) | Actor | |
| PathnodeClaimRevoked_Turret(void) (defined in Actor) | Actor | |
| PatrolNextNodeExists(void) (defined in Actor) | Actor | |
| Pause(int slot=0, int pause=1) (defined in Animate) | Animate | |
| PauseSyncTime(int pause) (defined in Animate) | Animate | inline |
| pauseSyncTime (defined in Animate) | Animate | protected |
| PhysicsOff(Event *ev) (defined in Actor) | Actor | |
| PhysicsOn(Event *ev) (defined in Actor) | Actor | |
| PlayAnimation(Event *ev) (defined in Actor) | Actor | |
| PlayAttachedAnimation(Event *ev) (defined in Actor) | Actor | |
| PlayNoclipAnimation(Event *ev) (defined in Actor) | Actor | |
| PlayNonPvsSound(const str &soundName, float volume=1) (defined in Entity) | Entity | |
| PlayScriptedAnimation(Event *ev) (defined in Actor) | Actor | |
| PointAt(const Vector &vec) (defined in Actor) | Actor | |
| PointAt(Listener *l) (defined in Actor) | Actor | |
| PostAnimate(void) override (defined in Animate) | Animate | virtual |
| PostThink(bool bDontFaceWall) (defined in Actor) | Actor | |
| Postthink(void) (defined in Entity) | Entity | virtual |
| PowerupActive(void) (defined in Sentient) | Sentient | |
| poweruptimer (defined in Sentient) | Sentient | protected |
| poweruptype (defined in Sentient) | Sentient | protected |
| PreAnimate(void) override (defined in Animate) | Animate | virtual |
| PreviousWeapon(Weapon *weapon) (defined in Sentient) | Sentient | |
| PrevItem(Item *item) (defined in Sentient) | Sentient | |
| PriorityForEventType(int iType) (defined in Actor) | Actor | |
| ProcessHint(gentity_t *client, bool bShow) (defined in Entity) | Entity | |
| ProcessInitCommands(void) (defined in Entity) | Entity | |
| ProcessSoundEvent(Event *ev, qboolean checkSubtitle) (defined in Entity) | Entity | |
| PusherEvent(Event *ev) (defined in Entity) | Entity | |
| PutawayWeapon(Event *ev) (defined in Sentient) | Sentient | |
| quitTeam(void) (defined in Entity) | Entity | |
| radnum (defined in Entity) | Entity | |
| RaiseAlertness(float fAmount) (defined in Actor) | Actor | |
| RaiseAlertnessForEventType(int iType) (defined in Actor) | Actor | |
| ReadyToFire(Event *ev) (defined in Actor) | Actor | |
| ReceiveAIEvent(vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared) (defined in Actor) | Actor | |
| ReceiveAIEvent_Turret(vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared) (defined in Actor) | Actor | |
| ReceivedItem(Item *item) (defined in Sentient) | Sentient | virtual |
| ReleaseFireWeapon(int number, firemode_t mode) (defined in Sentient) | Sentient | protected |
| ReleaseFireWeapon(Event *ev) (defined in Sentient) | Sentient | |
| ReloadWeapon(Event *ev) (defined in Sentient) | Sentient | |
| Remove(Event *ev) (defined in Actor) | Actor | |
| RemoveAttachedModelEvent(Event *ev) (defined in Entity) | Entity | |
| RemovedItem(Item *item) (defined in Sentient) | Sentient | virtual |
| RemoveImmunity(Event *ev) (defined in Entity) | Entity | virtual |
| RemoveItem(Item *object) (defined in Sentient) | Sentient | |
| RemoveWeapons(void) (defined in Sentient) | Sentient | |
| RenderEffects(Event *ev) (defined in Entity) | Entity | |
| RequireThink(void) (defined in Actor) | Actor | |
| ResetBodyQueue(void) (defined in Actor) | Actor | static |
| ResetBoneControllers(void) (defined in Actor) | Actor | |
| ResolveVoiceType(void) (defined in Actor) | Actor | |
| RestartAnimSlot(int slot) (defined in Entity) | Entity | |
| RestartState(void) (defined in Actor) | Actor | protected |
| Resume_Curious(void) (defined in Actor) | Actor | |
| Resume_DisguiseOfficer(void) (defined in Actor) | Actor | |
| Resume_DisguiseRover(void) (defined in Actor) | Actor | |
| Resume_DisguiseSalute(void) (defined in Actor) | Actor | |
| Resume_DisguiseSentry(void) (defined in Actor) | Actor | |
| Resume_Grenade(void) (defined in Actor) | Actor | |
| Resume_Patrol(void) (defined in Actor) | Actor | |
| Resume_RunAndShoot(void) (defined in Actor) | Actor | |
| Resume_Runner(void) (defined in Actor) | Actor | |
| ResumeState(void) (defined in Actor) | Actor | protected |
| RunAndShoot_MoveToPatrolCurrentNode(void) (defined in Actor) | Actor | |
| RunTo(Event *ev) (defined in Actor) | Actor | protected |
| SafeHolster(qboolean putaway) (defined in Sentient) | Sentient | |
| SafeSetOrigin(vec3_t newOrigin) (defined in Actor) | Actor | |
| SafeSolid(Event *ev) (defined in Entity) | Entity | |
| Sentient() (defined in Sentient) | Sentient | |
| SetAimNode(const Vector &vec) (defined in Actor) | Actor | |
| SetAimNode(Listener *l) (defined in Actor) | Actor | |
| SetAlpha(Event *ev) (defined in Entity) | Entity | |
| setAlpha(float alpha) (defined in Entity) | Entity | |
| SetAngleEvent(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| SetAngles(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| setAngles(Vector ang) override (defined in Entity) | Entity | virtual |
| setAngles(void) (defined in Entity) | Entity | virtual |
| SetAnimDoneEvent(Event &event, int slot=0) (defined in Animate) | Animate | |
| SetAnimDoneEvent(Event *event, int slot=0) (defined in Animate) | Animate | |
| SetAttackBlocked(bool blocked) (defined in Sentient) | Sentient | |
| SetBlendedWeight(int slot) (defined in SimpleActor) | SimpleActor | |
| SetBloodModel(Event *ev) (defined in Sentient) | Sentient | protected |
| setContents(int type) (defined in Entity) | Entity | inline |
| setContentsSolid(void) override (defined in Actor) | Actor | virtual |
| SetControllerAngles(int num, const vec3_t angles) (defined in Entity) | Entity | |
| SetControllerAngles(Event *ev) (defined in Entity) | Entity | |
| SetControllerTag(int num, int tag_num) (defined in Entity) | Entity | |
| SetCuriousAnimHint(int iAnimHint) (defined in Actor) | Actor | |
| SetDamageMult(Event *ev) (defined in Sentient) | Sentient | protected |
| SetDeltaAngles(void) (defined in Entity) | Entity | inlinevirtual |
| SetDepthHack(Event *ev) (defined in Entity) | Entity | |
| SetDesiredLookAnglesRelative(vec3_t ang) (defined in Actor) | Actor | inline |
| SetDesiredLookDir(vec3_t dir) (defined in Actor) | Actor | inline |
| SetDesiredYaw(float yaw) (defined in SimpleActor) | SimpleActor | inline |
| SetDesiredYawDest(const vec3_t vec) (defined in SimpleActor) | SimpleActor | inline |
| SetDesiredYawDir(const vec2_t vec) (defined in SimpleActor) | SimpleActor | inline |
| SetDest(vec3_t dest) (defined in SimpleActor) | SimpleActor | inline |
| SetEnemy(Sentient *pEnemy, bool bForceConfirmed) (defined in Actor) | Actor | |
| SetEnemyPos(Vector vPos) (defined in Actor) | Actor | |
| SetFrame(void) (defined in Animate) | Animate | |
| SetGrenade(Entity *pGrenade) (defined in Actor) | Actor | |
| SetHealth(Event *ev) (defined in Entity) | Entity | |
| SetHolsteredByCode(bool holstered) (defined in Sentient) | Sentient | |
| SetKillTarget(const char *killtarget) (defined in Entity) | Entity | |
| SetKillTarget(Event *ev) (defined in Entity) | Entity | |
| SetLeashHome(Vector vHome) (defined in Actor) | Actor | |
| SetLight(Event *ev) (defined in Entity) | Entity | |
| setLocalOrigin(Vector org) (defined in Entity) | Entity | virtual |
| SetMassEvent(Event *ev) (defined in Entity) | Entity | |
| SetMaxGibs(Event *ev) (defined in Sentient) | Sentient | |
| SetMaxMouthAngle(Event *ev) (defined in Sentient) | Sentient | |
| SetMaxs(Event *ev) (defined in Entity) | Entity | |
| SetMins(Event *ev) (defined in Entity) | Entity | |
| SetMinViewVariation(const Vector &vVariation) (defined in Sentient) | Sentient | |
| setModel(void) override (defined in Actor) | Actor | virtual |
| setModel(const char *mdl) (defined in Sentient) | Sentient | |
| setModel(const str &mdl) (defined in Entity) | Entity | |
| SetModelEvent(Event *ev) (defined in Entity) | Entity | |
| SetMoveInfo(mmove_t *mm) override (defined in Actor) | Actor | virtual |
| SetMovementStealth(float fStealthScale) (defined in Entity) | Entity | |
| setMoveType(int type) (defined in Entity) | Entity | inline |
| SetNationality(Event *ev) (defined in Actor) | Actor | |
| SetNewActiveWeapon(Weapon *weapon, weaponhand_t hand) (defined in Sentient) | Sentient | |
| SetNormalTime(int slot=0, float normal=1.0f) (defined in Animate) | Animate | |
| SetOnceType(int slot=0) (defined in Animate) | Animate | |
| SetOrigin(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| setOrigin(Vector org) override (defined in Entity) | Entity | virtual |
| setOrigin(void) (defined in Entity) | Entity | virtual |
| setOriginEvent(Vector org) override (defined in Actor) | Actor | virtual |
| SetPath(Vector vDestPos, const char *description, int iMaxDirtyTime, float *vLeashHome, float fLeashDistSquared) (defined in SimpleActor) | SimpleActor | |
| SetPath(SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime) (defined in SimpleActor) | SimpleActor | |
| SetPathGoalEndAnim(const_str csEndAnim) (defined in SimpleActor) | SimpleActor | inline |
| SetPathToNotBlockSentient(Sentient *pOther) (defined in Actor) | Actor | |
| SetPathWithinDistance(Vector vDestPos, char *description, float fMaxPath, int iMaxDirtyTime) (defined in SimpleActor) | SimpleActor | |
| SetPathWithLeash(Vector vDestPos, const char *description, int iMaxDirtyTime) (defined in Actor) | Actor | |
| SetPathWithLeash(SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime) (defined in Actor) | Actor | |
| SetPatrolCurrentNode(Vector &vec) (defined in Actor) | Actor | |
| SetPatrolCurrentNode(Listener *l) (defined in Actor) | Actor | |
| SetRepeatType(int slot=0) (defined in Animate) | Animate | |
| SetScale(Event *ev) (defined in Entity) | Entity | |
| setScale(float scale) (defined in Entity) | Entity | |
| SetShaderData(Event *ev) (defined in Entity) | Entity | |
| SetShaderTime(Event *ev) (defined in Entity) | Entity | |
| SetSize(void) (defined in Entity) | Entity | |
| SetSize(Event *ev) (defined in Entity) | Entity | |
| setSize(Vector min, Vector max) (defined in Entity) | Entity | virtual |
| setSolidType(solid_t type) (defined in Entity) | Entity | |
| SetSyncRate(float rate) (defined in Animate) | Animate | |
| SetSyncTime(float s) (defined in Animate) | Animate | |
| SetTarget(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| SetTargetName(str targetname) (defined in SimpleEntity) | SimpleEntity | virtual |
| SetTargetname(Event *ev) (defined in SimpleEntity) | SimpleEntity | |
| SetTargetViewAngles(Vector angles) (defined in Sentient) | Sentient | virtual |
| SetTeamEvent(Event *ev) (defined in Entity) | Entity | |
| SetThink(eThinkState state, eThinkNum think) (defined in Actor) | Actor | |
| SetThinkIdle(eThinkNum think_idle) (defined in Actor) | Actor | |
| SetThinkState(eThinkState state, eThinkLevel level) (defined in Actor) | Actor | |
| SetTime(int slot=0, float time=0.0f) (defined in Animate) | Animate | |
| SetTurret(TurretGun *pTurret) (defined in Sentient) | Sentient | |
| SetupHelmet(str sHelmetTiki, float fSpeed, float fDamageMult, str sHelmetSurface1, str sHelmetSurface2) (defined in Sentient) | Sentient | protected |
| SetVehicle(Vehicle *pVehicle) (defined in Sentient) | Sentient | |
| SetVelocity(Event *ev) (defined in Entity) | Entity | |
| SetViewAngles(Vector angles) (defined in Sentient) | Sentient | virtual |
| SetVoiceType(Event *ev) (defined in Actor) | Actor | |
| SetWaterType(void) (defined in Entity) | Entity | |
| SetWeight(int slot=0, float weight=1.0f) (defined in Animate) | Animate | inline |
| Shader(Event *ev) (defined in Entity) | Entity | |
| ShortenPathToAttack(float fMinDist) (defined in Actor) | Actor | |
| ShortenPathToAvoidSquadMates(void) (defined in SimpleActor) | SimpleActor | |
| ShouldBleed(int meansofdeath, qboolean dead) (defined in Sentient) | Sentient | protected |
| ShouldGib(int meansofdeath, float damage) (defined in Sentient) | Sentient | protected |
| ShowInfo(void) (defined in Actor) | Actor | |
| ShowInfo(float fDot, float fDist) override (defined in Actor) | Actor | virtual |
| ShowInfo_Aim(void) (defined in Actor) | Actor | |
| ShowInfo_AimNode(void) (defined in Actor) | Actor | |
| ShowInfo_Anim(void) (defined in Actor) | Actor | |
| ShowInfo_Patrol(void) (defined in Actor) | Actor | |
| ShowInfo_PatrolCurrentNode(void) (defined in Actor) | Actor | |
| ShowInfo_RunAndShoot(void) (defined in Actor) | Actor | |
| ShowInfo_Runner(void) (defined in Actor) | Actor | |
| showModel(void) (defined in Entity) | Entity | inlinevirtual |
| SimpleActor() (defined in SimpleActor) | SimpleActor | |
| SimpleArchive(Archiver &arc) (defined in SimpleEntity) | SimpleEntity | |
| SimpleEntity() (defined in SimpleEntity) | SimpleEntity | |
| Sink(Event *ev) (defined in Entity) | Entity | |
| size (defined in Entity) | Entity | |
| SlotChanged(int slot) (defined in Animate) | Animate | inline |
| Sound(Event *ev) (defined in Entity) | Entity | |
| Sound(str sound_name, int channel=CHAN_BODY, float volume=-1.0, float min_dist=-1.0, Vector *origin=NULL, float pitch=-1.0f, int argstype=0, int doCallback=0, int checkSubtitle=1, float max_dist=-1.0f) (defined in Entity) | Entity | virtual |
| SoundSayAnim(const_str name, byte bLevelSayAnim) (defined in Actor) | Actor | |
| SpawnBloodyGibs(Event *ev) (defined in Sentient) | Sentient | |
| SpawnEffect(str modelname, Vector pos) (defined in Sentient) | Sentient | |
| spawnflags (defined in Entity) | Entity | |
| SpawnFlagsEvent(Event *ev) (defined in Entity) | Entity | |
| StartActionAnimSlot(int anim) (defined in SimpleActor) | SimpleActor | |
| StartAimAnimSlot(int slot, int anim) (defined in SimpleActor) | SimpleActor | |
| StartAimMotionAnimSlot(int slot, int anim) (defined in SimpleActor) | SimpleActor | |
| StartAnimation(int eAnimMode, const_str csAnimString) (defined in SimpleActor) | SimpleActor | inline |
| StartAnimation(int eAnimMode, ScriptThreadLabel AnimLabel) (defined in SimpleActor) | SimpleActor | inline |
| StartAnimSlot(int slot, int index, float weight) (defined in Entity) | Entity | |
| StartCrossBlendAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| StartMotionAnimSlot(int slot, int anim, float weight) (defined in SimpleActor) | SimpleActor | |
| StartSayAnimSlot(int anim) (defined in SimpleActor) | SimpleActor | |
| State_Alarm_Idle(void) (defined in Actor) | Actor | |
| State_Alarm_Move(void) (defined in Actor) | Actor | |
| State_Alarm_StartThread(void) (defined in Actor) | Actor | |
| State_Balcony_FindEnemy(void) (defined in Actor) | Actor | |
| State_Balcony_PostShoot(void) (defined in Actor) | Actor | |
| State_Balcony_Shoot(void) (defined in Actor) | Actor | |
| State_Balcony_Target(void) (defined in Actor) | Actor | |
| State_Cover_FakeEnemy(void) (defined in Actor) | Actor | |
| State_Cover_FindCover(void) (defined in Actor) | Actor | |
| State_Cover_FindEnemy(void) (defined in Actor) | Actor | |
| State_Cover_FinishReloading(void) (defined in Actor) | Actor | |
| State_Cover_Grenade(void) (defined in Actor) | Actor | |
| State_Cover_Hide(void) (defined in Actor) | Actor | |
| State_Cover_HuntEnemy(void) (defined in Actor) | Actor | |
| State_Cover_NewEnemy(void) (defined in Actor) | Actor | |
| State_Cover_SearchNode(void) (defined in Actor) | Actor | |
| State_Cover_Shoot(void) (defined in Actor) | Actor | |
| State_Cover_SpecialAttack(void) (defined in Actor) | Actor | |
| State_Cover_TakeCover(void) (defined in Actor) | Actor | |
| State_Cover_Target(void) (defined in Actor) | Actor | |
| State_Disguise_Accept(void) (defined in Actor) | Actor | |
| State_Disguise_Deny(void) (defined in Actor) | Actor | |
| State_Disguise_Enemy(void) (defined in Actor) | Actor | |
| State_Disguise_Fake_Papers(void) (defined in Actor) | Actor | |
| State_Disguise_Halt(void) (defined in Actor) | Actor | |
| State_Disguise_Papers(void) (defined in Actor) | Actor | |
| State_Disguise_Wait(void) (defined in Actor) | Actor | |
| State_RunAndShoot_Running(void) (defined in Actor) | Actor | |
| State_Turret_Charge(void) (defined in Actor) | Actor | |
| State_Turret_Combat(void) (defined in Actor) | Actor | |
| State_Turret_FakeEnemy(void) (defined in Actor) | Actor | |
| State_Turret_Grenade(void) (defined in Actor) | Actor | |
| State_Turret_Reacquire(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Path_Exact(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Path_Near(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Sniper_Node(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Step_Face_Large(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Step_Face_Medium(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Step_Side_Large(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Step_Side_Medium(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Step_Side_Small(void) (defined in Actor) | Actor | |
| State_Turret_Retarget_Suppress(void) (defined in Actor) | Actor | |
| State_Turret_RunAway(void) (defined in Actor) | Actor | |
| State_Turret_RunHome(bool bAttackOnFail) (defined in Actor) | Actor | |
| State_Turret_Shoot(void) (defined in Actor) | Actor | |
| State_Turret_SniperNode(void) (defined in Actor) | Actor | |
| State_Turret_TakeSniperNode(void) (defined in Actor) | Actor | |
| State_Turret_Wait(void) (defined in Actor) | Actor | |
| State_Weaponless_Grenade(void) (defined in Actor) | Actor | |
| State_Weaponless_Normal(void) (defined in Actor) | Actor | |
| StationaryEvent(Event *ev) (defined in Entity) | Entity | |
| stealthMovementScale (defined in Entity) | Entity | |
| StopAllAnimating(void) (defined in SimpleActor) | SimpleActor | |
| StopAllSounds() (defined in Entity) | Entity | |
| StopAnimating(int slot) (defined in SimpleActor) | SimpleActor | |
| StopFireWeapon(Event *ev) (defined in Sentient) | Sentient | |
| StopLoopSound(Event *ev) (defined in Entity) | Entity | |
| StopLoopSound(void) (defined in Entity) | Entity | |
| StopOnFire(Event *ev) (defined in Sentient) | Sentient | |
| StoppedWaitFor(const_str name, bool bDeleting) override (defined in Actor) | Actor | virtual |
| StopSound(int channel) (defined in Entity) | Entity | |
| StopSound(Event *ev) (defined in Entity) | Entity | |
| StopTurning(void) (defined in SimpleActor) | SimpleActor | inline |
| StrafeToAttack(float fDist, vec3_t vDir) (defined in Actor) | Actor | |
| StunEnd(Event *ev) (defined in Sentient) | Sentient | |
| StunStart(Event *ev) (defined in Sentient) | Sentient | |
| SurfaceCommand(const char *surf_name, const char *token) (defined in Entity) | Entity | |
| SurfaceModelEvent(Event *ev) (defined in Entity) | Entity | |
| Suspend_Cover(void) (defined in Actor) | Actor | |
| Suspend_Curious(void) (defined in Actor) | Actor | |
| Suspend_DisguiseOfficer(void) (defined in Actor) | Actor | |
| Suspend_DisguiseRover(void) (defined in Actor) | Actor | |
| Suspend_DisguiseSalute(void) (defined in Actor) | Actor | |
| Suspend_DisguiseSentry(void) (defined in Actor) | Actor | |
| Suspend_Turret(void) (defined in Actor) | Actor | |
| Suspend_Weaponless(void) (defined in Actor) | Actor | |
| SuspendState(void) (defined in Actor) | Actor | protected |
| SVFlags(Event *ev) (defined in Entity) | Entity | |
| syncRate (defined in Animate) | Animate | protected |
| syncTime (defined in Animate) | Animate | protected |
| takeAmmoType(const char *ammoname) (defined in Sentient) | Sentient | |
| takedamage (defined in Entity) | Entity | |
| TakeDamageEvent(Event *ev) (defined in Entity) | Entity | |
| takeItem(const char *itemname) (defined in Sentient) | Sentient | |
| Target() (defined in SimpleEntity) | SimpleEntity | |
| target (defined in SimpleEntity) | SimpleEntity | |
| Targeted(void) (defined in SimpleEntity) | SimpleEntity | |
| TargetName() (defined in SimpleEntity) | SimpleEntity | |
| targetname (defined in SimpleEntity) | SimpleEntity | |
| teamchain (defined in Entity) | Entity | |
| teammaster (defined in Entity) | Entity | |
| Think(void) override (defined in Actor) | Actor | virtual |
| Think_Aim(void) (defined in Actor) | Actor | |
| Think_Alarm(void) (defined in Actor) | Actor | |
| Think_Anim(void) (defined in Actor) | Actor | |
| Think_AnimCurious(void) (defined in Actor) | Actor | |
| Think_BadPlace(void) (defined in Actor) | Actor | |
| Think_BalconyAttack(void) (defined in Actor) | Actor | |
| Think_BalconyKilled(void) (defined in Actor) | Actor | |
| Think_Cover(void) (defined in Actor) | Actor | |
| Think_Curious(void) (defined in Actor) | Actor | |
| Think_DisguiseOfficer(void) (defined in Actor) | Actor | |
| Think_DisguiseRover(void) (defined in Actor) | Actor | |
| Think_DisguiseSalute(void) (defined in Actor) | Actor | |
| Think_DisguiseSentry(void) (defined in Actor) | Actor | |
| Think_Dog_Attack(void) (defined in Actor) | Actor | |
| Think_Dog_Curious(void) (defined in Actor) | Actor | |
| Think_Dog_Idle(void) (defined in Actor) | Actor | |
| Think_Grenade(void) (defined in Actor) | Actor | |
| Think_Idle(void) (defined in Actor) | Actor | |
| Think_Killed(void) (defined in Actor) | Actor | |
| Think_MachineGunner(void) (defined in Actor) | Actor | |
| Think_MachineGunner_TurretGun(void) (defined in Actor) | Actor | |
| Think_NoClip(void) (defined in Actor) | Actor | |
| Think_Pain(void) (defined in Actor) | Actor | |
| Think_Patrol(void) (defined in Actor) | Actor | |
| Think_RunAndShoot(void) (defined in Actor) | Actor | |
| Think_Runner(void) (defined in Actor) | Actor | |
| Think_Turret(void) (defined in Actor) | Actor | |
| Think_Weaponless(void) (defined in Actor) | Actor | |
| ThinkHoldGun_TurretGun(void) (defined in Actor) | Actor | |
| ThinkName(void) const (defined in Actor) | Actor | |
| ThinkStateName(void) const (defined in Actor) | Actor | |
| ThinkStateTransitions(void) (defined in Actor) | Actor | |
| TimeOutCurious(void) (defined in Actor) | Actor | |
| TossEvent(Event *ev) (defined in Entity) | Entity | |
| TouchStuff(mmove_t *mm) (defined in Actor) | Actor | |
| TouchTriggersEvent(Event *ev) (defined in Entity) | Entity | |
| TransitionState(int iNewState, int iPadTime=0) (defined in Actor) | Actor | inline |
| TriggerEvent(Event *ev) (defined in Entity) | Entity | virtual |
| TryLightOnFire(int meansofdeath, Entity *attacker) (defined in Sentient) | Sentient | |
| TurnOffShadow(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| TurnOnShadow(Event *ev) (defined in Sentient) | Sentient | protectedvirtual |
| TurnTo(const Vector &vec) (defined in Actor) | Actor | |
| TurnTo(Listener *l) (defined in Actor) | Actor | |
| Turret_BeginRetarget(void) (defined in Actor) | Actor | |
| Turret_CheckRetarget(void) (defined in Actor) | Actor | |
| Turret_DecideToSelectState(void) (defined in Actor) | Actor | |
| Turret_IsRetargeting(void) const (defined in Actor) | Actor | |
| Turret_NextRetarget(void) (defined in Actor) | Actor | |
| Turret_SelectState(void) (defined in Actor) | Actor | |
| Turret_SideStep(int iStepSize, vec3_t vDir) (defined in Actor) | Actor | |
| Turret_TryToBecomeCoverGuy(void) (defined in Actor) | Actor | |
| unbind(void) (defined in Entity) | Entity | virtual |
| unglue(void) (defined in Entity) | Entity | virtual |
| Unholster(void) (defined in Actor) | Actor | |
| UnholsterOffHand(void) (defined in Actor) | Actor | |
| Unlink() (defined in Sentient) | Sentient | protected |
| unlink(void) (defined in Entity) | Entity | inline |
| UpdateAim(void) (defined in SimpleActor) | SimpleActor | |
| UpdateAimMotion(void) (defined in SimpleActor) | SimpleActor | |
| UpdateAngles(void) (defined in Actor) | Actor | |
| UpdateAnim(void) (defined in Actor) | Actor | |
| UpdateAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| UpdateBadPlaces(void) (defined in Actor) | Actor | |
| UpdateBoneControllers(void) (defined in Actor) | Actor | |
| UpdateCrossBlendAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| UpdateCrossBlendDialogAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| UpdateEmotion(void) (defined in SimpleActor) | SimpleActor | |
| UpdateEnableEnemy(void) (defined in Actor) | Actor | |
| UpdateEnemy(int iMaxDirtyTime) (defined in Actor) | Actor | |
| UpdateEnemyInternal(void) (defined in Actor) | Actor | |
| UpdateEyeOrigin(void) (defined in Actor) | Actor | |
| UpdateFootsteps(void) (defined in Sentient) | Sentient | |
| UpdateLastFrameSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| UpdateNormalAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| updateOrigin(void) (defined in Entity) | Entity | virtual |
| UpdatePatrolCurrentNode(void) (defined in Actor) | Actor | |
| UpdateSayAnim(void) (defined in Actor) | Actor | |
| UpdateSayAnimSlot(int slot) (defined in SimpleActor) | SimpleActor | |
| UpdateSelectedAnimation(void) (defined in SimpleActor) | SimpleActor | |
| UpdateUpperAnim(void) (defined in Actor) | Actor | |
| UpdateWeapons(void) (defined in Sentient) | Sentient | |
| UseAmmo(str ammo_type, int amount) (defined in Sentient) | Sentient | |
| UseBoundingBoxEvent(Event *ev) (defined in Entity) | Entity | |
| UseSyncTime(int slot, int sync) (defined in Animate) | Animate | |
| useWeapon(const char *weaponname, weaponhand_t hand=WEAPON_MAIN) (defined in Sentient) | Sentient | |
| useWeapon(Weapon *weapon, weaponhand_t hand=WEAPON_MAIN) (defined in Sentient) | Sentient | |
| ValidGrenadePath(const Vector &vFrom, const Vector &vTo, Vector &vVel) (defined in Actor) | Actor | |
| velocity (defined in Entity) | Entity | |
| VelocityModified(void) (defined in Entity) | Entity | virtual |
| viewheight (defined in Sentient) | Sentient | |
| VirtualEyePosition() (defined in Actor) | Actor | |
| VoiceSound(int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator) (defined in Actor) | Actor | |
| VolumeDamage(float damage) (defined in Entity) | Entity | |
| WalkTo(Event *ev) (defined in Actor) | Actor | protected |
| watch_offset (defined in SimpleActor) | SimpleActor | |
| waterlevel (defined in Entity) | Entity | |
| watertype (defined in Entity) | Entity | |
| WeaponCommand(Event *ev) (defined in Sentient) | Sentient | |
| WeaponKnockedFromHands(void) (defined in Sentient) | Sentient | protectedvirtual |
| weapons_holstered_by_code (defined in Sentient) | Sentient | protected |
| WeaponSound(int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator) (defined in Actor) | Actor | |
| WeaponsOut(void) (defined in Sentient) | Sentient | protected |
| WearingHelmet(void) (defined in Sentient) | Sentient | protected |
| WithinDistance(Vector pos, float dist) const (defined in Entity) | Entity | inline |
| WithinDistance(Entity *ent, float dist) const (defined in Entity) | Entity | inline |
| WithinVisionDistance(Entity *ent) const (defined in Actor) | Actor | |
| WorstWeapon(Weapon *ignore=NULL, qboolean bGetItem=false, int iIgnoreClass=0) (defined in Sentient) | Sentient | |
| ~Actor() (defined in Actor) | Actor | |
| ~Animate() (defined in Animate) | Animate | |
| ~Entity() (defined in Entity) | Entity | virtual |
| ~Sentient() (defined in Sentient) | Sentient | virtual |
| ~SimpleActor() (defined in SimpleActor) | SimpleActor | |
| ~SimpleEntity() (defined in SimpleEntity) | SimpleEntity | virtual |