OpenMoHAA 0.82.0
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Actor Member List

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

_ClassInfo_ (defined in Class)Classstatic
_newInstance(void) (defined in Class)Classstatic
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)Sentientprotected
ActivateNewWeapon(void) (defined in Sentient)Sentient
ActivateNewWeapon(Event *ev) (defined in Sentient)Sentient
ActivateWeapon(Weapon *weapon, weaponhand_t hand) (defined in Sentient)Sentientprotected
activeWeaponList (defined in Sentient)Sentientprotected
Actor() (defined in Actor)Actor
addAngles(Vector add) (defined in Entity)Entityvirtual
AddBloodSpurt(Vector direction) (defined in Sentient)Sentientprotected
AddImmunity(Event *ev) (defined in Entity)Entityvirtual
AddItem(Item *object) (defined in Sentient)Sentient
addOrigin(Vector org) (defined in Entity)Entityvirtual
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)Sentientvirtual
AimAt(Event *ev) (defined in Actor)Actorprotected
AimAtAimNode(void) (defined in Actor)Actorinline
AimAtEnemyBehavior(void) (defined in Actor)Actor
AimAtTargetPos(void) (defined in Actor)Actorinline
align3 (defined in Actor)Actor
alpha(void) (defined in Entity)Entityinline
AlwaysDraw(Event *ev) (defined in Entity)Entity
ammo_inventory (defined in Sentient)Sentientprotected
AmmoAmountChanged(Ammo *ammo, int inclip=0) (defined in Sentient)Sentientvirtual
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)Animateinline
AnimFinished(int slot, bool stop) (defined in Actor)Actor
AnimFinished(int slot) override (defined in Actor)Actorvirtual
animFlags (defined in Animate)Animateprotected
AnimName(int slot=0) (defined in Animate)Animate
AnimTime(int slot=0) (defined in Animate)Animate
animtimes (defined in Animate)Animateprotected
Archive(Archiver &arc) override (defined in Actor)Actorinlinevirtual
ArchivePersistantData(Archiver &arc) (defined in Sentient)Sentient
ArchiveStatic(Archiver &arc) (defined in Actor)Actorinlinestatic
AreasConnected(const Entity *other) (defined in Entity)Entityinline
ArmorDamage(Event *ev) (defined in Sentient)Sentientprotectedvirtual
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)Sentientprotected
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)Actorvirtual
avelocity (defined in Entity)Entity
AvoidingFacingWall(void) const (defined in Actor)Actorinline
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)Actorprotected
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)Entityvirtual
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)Entityvirtual
BlockStart(Event *ev) (defined in Sentient)Sentient
blood_model (defined in Sentient)Sentientprotected
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)Entityvirtual
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)Actorstatic
CalcThrowVelocity(const Vector &vFrom, const Vector &vTo) (defined in Actor)Actorstatic
CanBlock(int meansofdeath, qboolean full_block) (defined in Sentient)Sentientprotectedvirtual
CancelEventsOfType(Event *ev) (defined in Listener)Listener
CancelEventsOfType(Event &ev) (defined in Listener)Listener
CancelFlaggedEvents(int flags) (defined in Listener)Listener
CancelPendingEvents(void) (defined in Listener)Listener
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)Actorvirtual
CanSee(const Vector &org, float fov, float vision_distance, bool bNoEnts) override (defined in Actor)Actorvirtual
CanSee(Event *ev) (defined in Entity)Entity
CanSeeEnemy(int iMaxDirtyTime) (defined in Actor)Actor
CanSeeEnemyFOV(int iMaxFovDirtyTime, int iMaxSightDirtyTime) (defined in Actor)Actorinline
CanSeeFOV(Entity *ent) (defined in Actor)Actorinline
CanSeeFrom(vec3_t pos, Entity *ent) (defined in Actor)Actorvirtual
CanSeeInternal(Event *ev, bool bNoEnts) (defined in Entity)Entity
CanSeeNoEnts(Event *ev) (defined in Entity)Entity
CanSeeNoFOV(Entity *ent) (defined in Actor)Actorinline
CanShoot(Entity *ent) (defined in Actor)Actor
CanShootEnemy(int iMaxDirtyTime) (defined in Actor)Actor
CanTarget(void) override (defined in Actor)Actorvirtual
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)Sentientprotected
ChargeWeapon(weaponhand_t hand, firemode_t mode) (defined in Sentient)Sentientprotected
ChargeWeapon(Event *ev) (defined in Sentient)Sentient
CheckAnimations(Event *ev) (defined in Sentient)Sentientprotected
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)Entityvirtual
CheckHitLocation(int iLocation) (defined in Sentient)Sentientprotected
CheckUnregister(void) (defined in Actor)Actor
children (defined in Entity)Entity
Class() (defined in Class)Class
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
CLASS_PROTOTYPE(Listener) (defined in Listener)Listener
ClassInfo (defined in Class)Classstatic
classinfo(void) const (defined in Class)Classvirtual
classinfostatic(void) (defined in Class)Classstatic
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)Actorvirtual
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
ClearSafePointers() (defined in Class)Classprotected
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)Entityvirtual
CommandDelay(Event *ev) (defined in Listener)Listener
ConnectPaths(void) (defined in Entity)Entity
ContinueAnimation(void) (defined in SimpleActor)SimpleActorinline
ContinueAnimationAllowNoPath(void) (defined in SimpleActor)SimpleActorinline
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)Actorprotected
CrouchTo(Event *ev) (defined in Actor)Actorprotected
CuriousSound(int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared) (defined in Actor)Actor
CurrentAnim(int slot=0) const override (defined in Animate)Animatevirtual
CurrentPathNode(void) const (defined in SimpleActor)SimpleActor
CurrentThink(void) const (defined in Actor)Actorinline
CurrentTime(int slot=0) const override (defined in Animate)Animateinlinevirtual
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)Entityvirtual
DamageSkin(trace_t *trace, float damage) (defined in Entity)Entity
DamageType(Event *ev) (defined in Entity)Entity
DeactivateWeapon(Weapon *weapon) (defined in Sentient)Sentientprotected
DeactivateWeapon(weaponhand_t hand) (defined in Sentient)Sentientprotected
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)Actorprotected
delegate_damage (defined in Entity)Entity
delegate_gotKill (defined in Entity)Entity
delegate_killed (defined in Entity)Entity
Delete(void) (defined in Entity)Entityvirtual
DesiredAnimation(int eAnimMode, const_str csAnimString) (defined in SimpleActor)SimpleActorinline
DesiredAnimation(int eAnimMode, ScriptThreadLabel AnimLabel) (defined in SimpleActor)SimpleActorinline
detach(void) (defined in Entity)Entity
detach_at_death (defined in Entity)Entity
DetachAllActiveWeapons(void) (defined in Sentient)Sentientprotected
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)Entityinline
DistanceTo(Entity *ent) const (defined in Entity)Entityinline
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)Sentientvirtual
DoMove(void) (defined in Actor)Actor
doneEvents (defined in Animate)Animateprotected
DontFaceWall(void) (defined in Actor)Actor
DoubleArmor(void) (defined in Sentient)Sentient
DrawBoundingBox(int showbboxes) (defined in Entity)Entity
DropInventoryItems(void) (defined in Sentient)Sentientvirtual
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)Actorvirtual
DumpCallTrace(const char *pszFmt,...) const override (defined in Actor)Actorvirtual
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)Entityvirtual
EndState(int level) (defined in Actor)Actorprotected
EndStates(void) (defined in Actor)Actor
enemy (defined in Entity)Entity
EnemyInFOV(int iMaxDirtyTime) (defined in Actor)Actor
EnemyIsDisguised(void) (defined in Actor)Actorinline
entflags (defined in SimpleEntity)SimpleEntity
Entity() (defined in Entity)Entity
entnum (defined in Entity)Entity
error(const char *function, const char *format,...) const (defined in Class)Class
EventActivate(Event *ev) (defined in Actor)Actor
EventActivateLastActiveWeapon(Event *ev) (defined in Sentient)Sentientprotected
EventAIOff(Event *ev) (defined in SimpleActor)SimpleActor
EventAIOn(Event *ev) (defined in SimpleActor)SimpleActor
EventAmerican(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotected
EventDropItems(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotected
EventForceDropWeapon(Event *ev) (defined in Sentient)Sentientprotected
EventForceLandmineMeasure(Event *ev) (defined in Sentient)Sentientvirtual
EventFreeInventory(Event *ev) (defined in Sentient)Sentient
EventGerman(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotected
EventGetForceDropWeapon(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotected
EventGetThinkState(Event *ev) (defined in Actor)Actor
EventGetThreatBias(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotectedvirtual
EventGiveDynItem(Event *ev) (defined in Sentient)Sentientprotected
EventGiveItem(Event *ev) (defined in Sentient)Sentientprotectedvirtual
EventGiveTargetname(Event *ev) (defined in Sentient)Sentientprotectedvirtual
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
EventInheritsFrom(Event *ev) (defined in Listener)Listener
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
EventIsInheritedBy(Event *ev) (defined in Listener)Listener
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
EventPending(Event &ev) (defined in Listener)Listener
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)Sentientprotected
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)Sentientprotected
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)Sentientprotected
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
EventSystemStarted (defined in Listener)Listenerstatic
EventTake(Event *ev) (defined in Sentient)Sentientprotectedvirtual
EventTether(Event *ev) (defined in Actor)Actor
EventToggleItemUse(Event *ev) (defined in Sentient)Sentientprotected
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)Sentientprotected
EventUseWeapon(Event *ev) (defined in Sentient)Sentient
EventUseWeaponClass(Event *ev) (defined in Sentient)Sentientprotectedvirtual
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)Sentientvirtual
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)Sentientprotectedvirtual
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)Actorinline
FovCheck(float *delta, float fovdot) (defined in Entity)Entity
frame_delta (defined in Animate)Animate
frametimes (defined in Animate)Animateprotected
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)Sentientprotected
GetBloodSplatSize(void) (defined in Sentient)Sentientprotected
GetBloodSpurtName(void) (defined in Sentient)Sentientprotected
GetBrushModelEvent(Event *ev) (defined in Entity)Entityinline
GetCentroid(Event *ev) (defined in SimpleEntity)SimpleEntity
getClassID(void) const (defined in Class)Class
GetClassname(Event *ev) (defined in Listener)Listener
getClassname(void) const (defined in Class)Class
getContents(void) (defined in Entity)Entityinline
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
GetFlags(Event *event) const (defined in Listener)Listener
GetForwardVector(Event *ev) (defined in SimpleEntity)SimpleEntity
GetGibName(void) (defined in Sentient)Sentientprotected
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)Entityinline
GetMotionSlot(int slot) (defined in SimpleActor)SimpleActor
GetMoveInfo(mmove_t *mm) override (defined in Actor)Actorvirtual
getMoveType(void) (defined in Entity)Entityinline
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)Entityvirtual
GetRandomAlias(str name, AliasListNode_t **ret) (defined in Entity)Entityinline
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
GetScriptOwner(void) (defined in Listener)Listenervirtual
getSolidType(void) (defined in Entity)Entityinline
GetStateAnims(Container< const char * > *c) (defined in Sentient)Sentientvirtual
getSuperclass(void) const (defined in Class)Class
GetSyncRate() (defined in Animate)Animateinline
GetSyncTime() (defined in Animate)Animateinline
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)Sentientvirtual
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)Animateinline
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)Actorstatic
glue(Entity *master, qboolean use_my_angles=qtrue, qboolean can_duck=qfalse) (defined in Entity)Entityvirtual
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)Actorstatic
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)Actorvirtual
GunTarget(bool bNoCollision, const vec3_t position, const vec3_t forward) override (defined in Actor)Actorvirtual
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)Entityinlinevirtual
HasWeaponClass(int iWeaponClass) (defined in Sentient)Sentient
HealEvent(Event *ev) (defined in Entity)Entity
health (defined in Entity)Entity
hidden(void) (defined in Entity)Entityinline
hideModel(void) (defined in Entity)Entityinline
hit_obstacle_time (defined in SimpleActor)SimpleActor
HitSky(trace_t *trace) (defined in Entity)Entityinlinevirtual
HitSky(void) (defined in Entity)Entityvirtual
Holster(void) (defined in Actor)Actor
Holster(qboolean putaway) (defined in Sentient)Sentient
holsteredWeapon (defined in Sentient)Sentientprotected
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)Actorinline
IgnoreSoundClear(int iType) (defined in Actor)Actorinline
IgnoreSoundClearAll(void) (defined in Actor)Actorinline
IgnoreSoundSet(int iType) (defined in Actor)Actorinline
IgnoreSoundSetAll(void) (defined in Actor)Actorinline
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)Actorinline
InFOV(Entity *ent) (defined in Actor)Actorinline
inheritsFrom(ClassDef *c) const (defined in Class)Class
inheritsFrom(const char *name) const (defined in Class)Class
Init(void) (defined in Actor)Actorstatic
InitAim(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitAlarm(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitAnim(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitAnimCurious(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBadPlace(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyAttack(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyCurious(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyDisguise(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyGrenade(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyIdle(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyKilled(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitBalconyPain(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitCover(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitCurious(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDead(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDisguiseNone(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDisguiseOfficer(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDisguiseRover(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDisguiseSalute(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDisguiseSentry(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDogAttack(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDogCurious(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitDogIdle(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitGrenade(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitIdle(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitKilled(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitMachineGunner(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitNoClip(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitPain(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitPatrol(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitRunAndShoot(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitRunner(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitThinkStates(void) (defined in Actor)Actor
InitTurret(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitVoid(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InitWeaponless(GlobalFuncs_t *func) (defined in Actor)Actorstatic
InterruptPoint_Turret(void) (defined in Actor)Actor
inventory (defined in Sentient)Sentientprotected
is_paused (defined in Animate)Animateprotected
IsActiveWeapon(Weapon *weapon) (defined in Sentient)Sentientprotected
IsAttacking(void) const (defined in Actor)Actorinline
IsAttackState(int state) (defined in Actor)Actorstatic
IsBadPlaceState(int state) (defined in Actor)Actorstatic
isBoundTo(Entity *master) (defined in Entity)Entity
isClient(void) (defined in Entity)Entityinline
IsCuriousState(int state) (defined in Actor)Actorstatic
IsDead() const (defined in Entity)Entityvirtual
IsDisabled() const override (defined in Actor)Actorvirtual
IsDisguiseState(int state) (defined in Actor)Actorstatic
IsDogState(int state) (defined in Actor)Actorstatic
IsGrenadeState(int state) (defined in Actor)Actorstatic
IsIdleState(int state) (defined in Actor)Actorstatic
IsImmortal(void) override (defined in Actor)Actorvirtual
isInheritedBy(const char *name) const (defined in Class)Class
isInheritedBy(ClassDef *c) const (defined in Class)Class
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)Actorstatic
IsMachineGunnerState(int state) (defined in Actor)Actorstatic
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)Actorstatic
IsRepeatType(int slot) (defined in Animate)Animateinline
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)Actorstatic
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)Entityvirtual
Killed_Balcony(Event *ev, bool bPlayDeathAnim) (defined in Actor)Actor
KillTarget(void) (defined in Entity)Entityinline
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)Sentientprotected
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)Sentientprotected
link(void) (defined in Entity)Entity
Listener() (defined in Listener)Listener
ListInventory(void) (defined in Sentient)Sentient
LMRF (defined in Sentient)Sentientprotected
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)SimpleActorprotected
m_AnimDialogHigh (defined in SimpleActor)SimpleActorprotected
m_AnimMode (defined in Actor)Actor
m_AnimMotionHigh (defined in SimpleActor)SimpleActorprotected
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)Sentientprotected
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)Actorstatic
m_csThinkStateNames (defined in Actor)Actorstatic
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)Sentientprotected
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)Sentientprotected
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)Sentientprotected
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)Sentientprotected
m_pVehicle (defined in Sentient)Sentientprotected
m_sCurrentPathNodeIndex (defined in Actor)Actor
m_sHelmetSurface1 (defined in Sentient)Sentientprotected
m_sHelmetSurface2 (defined in Sentient)Sentientprotected
m_sHelmetTiki (defined in Sentient)Sentientprotected
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)SimpleActorprotected
m_weightCrossBlend (defined in SimpleActor)SimpleActorprotected
m_weightType (defined in SimpleActor)SimpleActorprotected
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)Actorstatic
mCurBody (defined in Actor)Actorstatic
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)Actorprotected
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)Sentientprotected
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)Sentientprotected
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)Actorinlinestatic
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)Animateinline
NumInventoryItems(void) (defined in Sentient)Sentient
NumWeapons(void) (defined in Sentient)Sentient
obstacle_vel (defined in SimpleActor)SimpleActor
offset_color (defined in Sentient)Sentientprotected
offset_delta (defined in Sentient)Sentientprotected
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
operator delete(void *ptr) (defined in LightClass)LightClass
operator delete(void *ptr, void *placement) (defined in LightClass)LightClass
operator delete(void *ptr, T &placement) (defined in LightClass)LightClassinline
operator new(size_t s) (defined in LightClass)LightClass
operator new(size_t size, void *placement) (defined in LightClass)LightClass
operator new(size_t size, T &placement) (defined in LightClass)LightClassinline
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)Actorvirtual
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)Animateinline
pauseSyncTime (defined in Animate)Animateprotected
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)Animatevirtual
PostEvent(Event *ev, float delay, int flags=0) (defined in Listener)Listener
PostEvent(const Event &ev, float delay, int flags=0) (defined in Listener)Listener
PostponeAllEvents(float time) (defined in Listener)Listener
PostponeEvent(Event &ev, float time) (defined in Listener)Listener
PostThink(bool bDontFaceWall) (defined in Actor)Actor
Postthink(void) (defined in Entity)Entityvirtual
PowerupActive(void) (defined in Sentient)Sentient
poweruptimer (defined in Sentient)Sentientprotected
poweruptype (defined in Sentient)Sentientprotected
PreAnimate(void) override (defined in Animate)Animatevirtual
PreviousWeapon(Weapon *weapon) (defined in Sentient)Sentient
PrevItem(Item *item) (defined in Sentient)Sentient
PriorityForEventType(int iType) (defined in Actor)Actor
ProcessContainerEvent(const Container< Event * > &conev) (defined in Listener)Listener
ProcessEvent(const Event &ev) (defined in Listener)Listener
ProcessEvent(Event *ev) (defined in Listener)Listener
ProcessEvent(Event &ev) (defined in Listener)Listener
ProcessEventReturn(Event *ev) (defined in Listener)Listener
ProcessHint(gentity_t *client, bool bShow) (defined in Entity)Entity
ProcessingEvents (defined in Listener)Listenerstatic
ProcessInitCommands(void) (defined in Entity)Entity
ProcessPendingEvents(void) (defined in Listener)Listener
ProcessScriptEvent(Event &ev) (defined in Listener)Listener
ProcessScriptEvent(Event *ev) (defined in Listener)Listener
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)Sentientvirtual
ReleaseFireWeapon(int number, firemode_t mode) (defined in Sentient)Sentientprotected
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)Sentientvirtual
RemoveImmunity(Event *ev) (defined in Entity)Entityvirtual
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)Actorstatic
ResetBoneControllers(void) (defined in Actor)Actor
ResolveVoiceType(void) (defined in Actor)Actor
Responses (defined in Class)Classstatic
RestartAnimSlot(int slot) (defined in Entity)Entity
RestartState(void) (defined in Actor)Actorprotected
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)Actorprotected
RunAndShoot_MoveToPatrolCurrentNode(void) (defined in Actor)Actor
RunTo(Event *ev) (defined in Actor)Actorprotected
SafeHolster(qboolean putaway) (defined in Sentient)Sentient
SafeSetOrigin(vec3_t newOrigin) (defined in Actor)Actor
SafeSolid(Event *ev) (defined in Entity)Entity
ScriptRemove(Event *ev) (defined in Listener)Listener
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)Entityvirtual
setAngles(void) (defined in Entity)Entityvirtual
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)Sentientprotected
setContents(int type) (defined in Entity)Entityinline
setContentsSolid(void) override (defined in Actor)Actorvirtual
SetControllerAngles(int num, 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)Sentientprotected
SetDeltaAngles(void) (defined in Entity)Entityinlinevirtual
SetDepthHack(Event *ev) (defined in Entity)Entity
SetDesiredLookAnglesRelative(vec3_t ang) (defined in Actor)Actorinline
SetDesiredLookDir(vec3_t dir) (defined in Actor)Actorinline
SetDesiredYaw(float yaw) (defined in SimpleActor)SimpleActorinline
SetDesiredYawDest(const vec3_t vec) (defined in SimpleActor)SimpleActorinline
SetDesiredYawDir(const vec2_t vec) (defined in SimpleActor)SimpleActorinline
SetDest(vec3_t dest) (defined in SimpleActor)SimpleActorinline
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)Entityvirtual
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)Actorvirtual
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)Actorvirtual
SetMovementStealth(float fStealthScale) (defined in Entity)Entity
setMoveType(int type) (defined in Entity)Entityinline
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)Entityvirtual
setOrigin(void) (defined in Entity)Entityvirtual
setOriginEvent(Vector org) override (defined in Actor)Actorvirtual
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)SimpleActorinline
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
SetScriptOwner(Listener *newOwner) (defined in Listener)Listenervirtual
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)Entityvirtual
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)SimpleEntityvirtual
SetTargetname(Event *ev) (defined in SimpleEntity)SimpleEntity
SetTargetViewAngles(Vector angles) (defined in Sentient)Sentientvirtual
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)Sentientprotected
SetVehicle(Vehicle *pVehicle) (defined in Sentient)Sentient
SetVelocity(Event *ev) (defined in Entity)Entity
SetViewAngles(Vector angles) (defined in Sentient)Sentientvirtual
SetVoiceType(Event *ev) (defined in Actor)Actor
SetWaterType(void) (defined in Entity)Entity
SetWeight(int slot=0, float weight=1.0f) (defined in Animate)Animateinline
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)Sentientprotected
ShouldGib(int meansofdeath, float damage) (defined in Sentient)Sentientprotected
ShowInfo(void) (defined in Actor)Actor
ShowInfo(float fDot, float fDist) override (defined in Actor)Actorvirtual
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)Entityinlinevirtual
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)Animateinline
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)Entityvirtual
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)SimpleActorinline
StartAnimation(int eAnimMode, ScriptThreadLabel AnimLabel) (defined in SimpleActor)SimpleActorinline
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)Actorvirtual
StopSound(int channel) (defined in Entity)Entity
StopSound(Event *ev) (defined in Entity)Entity
StopTurning(void) (defined in SimpleActor)SimpleActorinline
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)Actorprotected
SVFlags(Event *ev) (defined in Entity)Entity
syncRate (defined in Animate)Animateprotected
syncTime (defined in Animate)Animateprotected
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)Actorvirtual
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)Actorinline
TriggerEvent(Event *ev) (defined in Entity)Entityvirtual
TryLightOnFire(int meansofdeath, Entity *attacker) (defined in Sentient)Sentient
TurnOffShadow(Event *ev) (defined in Sentient)Sentientprotectedvirtual
TurnOnShadow(Event *ev) (defined in Sentient)Sentientprotectedvirtual
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)Entityvirtual
unglue(void) (defined in Entity)Entityvirtual
Unholster(void) (defined in Actor)Actor
UnholsterOffHand(void) (defined in Actor)Actor
Unlink() (defined in Sentient)Sentientprotected
unlink(void) (defined in Entity)Entityinline
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)Entityvirtual
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
ValidEvent(str name) const (defined in Listener)Listener
ValidGrenadePath(const Vector &vFrom, const Vector &vTo, Vector &vVel) (defined in Actor)Actor
velocity (defined in Entity)Entity
VelocityModified(void) (defined in Entity)Entityvirtual
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)Actorprotected
warning(const char *function, const char *format,...) const (defined in Class)Class
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)Sentientprotectedvirtual
weapons_holstered_by_code (defined in Sentient)Sentientprotected
WeaponSound(int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator) (defined in Actor)Actor
WeaponsOut(void) (defined in Sentient)Sentientprotected
WearingHelmet(void) (defined in Sentient)Sentientprotected
WithinDistance(Vector pos, float dist) const (defined in Entity)Entityinline
WithinDistance(Entity *ent, float dist) const (defined in Entity)Entityinline
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
~Class() (defined in Class)Classvirtual
~Entity() (defined in Entity)Entityvirtual
~Listener() (defined in Listener)Listenervirtual
~Sentient() (defined in Sentient)Sentientvirtual
~SimpleActor() (defined in SimpleActor)SimpleActor
~SimpleEntity() (defined in SimpleEntity)SimpleEntityvirtual