OpenMoHAA 0.82.0
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Actor Class Reference
Inheritance diagram for Actor:
SimpleActor Sentient Animate Entity SimpleEntity Listener Class LightClass

Public Member Functions

 CLASS_PROTOTYPE (Actor)
 
virtual void setContentsSolid (void) override
 
void InitThinkStates (void)
 
void UpdateEyeOrigin (void)
 
bool RequireThink (void)
 
void UpdateEnemy (int iMaxDirtyTime)
 
void UpdateEnemyInternal (void)
 
void DetectSmokeGrenades (void)
 
void SetEnemy (Sentient *pEnemy, bool bForceConfirmed)
 
void SetEnemyPos (Vector vPos)
 
void AddToBodyQue (void)
 
Vector GetAntiBunchPoint (void)
 
virtual const char * DumpCallTrace (const char *pszFmt,...) const override
 
void FixAIParameters (void)
 
bool AttackEntryAnimation (void)
 
void CheckForThinkStateTransition (void)
 
bool CheckForTransition (eThinkState state, eThinkLevel level)
 
bool PassesTransitionConditions_Grenade (void)
 
bool PassesTransitionConditions_BadPlace (void)
 
bool PassesTransitionConditions_Attack (void)
 
bool PassesTransitionConditions_Disguise (void)
 
bool PassesTransitionConditions_Curious (void)
 
bool PassesTransitionConditions_Idle (void)
 
void UpdateEnableEnemy (void)
 
void ThinkStateTransitions (void)
 
void TransitionState (int iNewState, int iPadTime=0)
 
void ChangeAnim (void)
 
void UpdateSayAnim (void)
 
void UpdateUpperAnim (void)
 
void UpdateAnim (void)
 
virtual void StoppedWaitFor (const_str name, bool bDeleting) override
 
void Begin_Turret (void)
 
void End_Turret (void)
 
void Suspend_Turret (void)
 
void Think_Turret (void)
 
void FinishedAnimation_Turret (void)
 
void ReceiveAIEvent_Turret (vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared)
 
void InterruptPoint_Turret (void)
 
void PathnodeClaimRevoked_Turret (void)
 
bool Turret_IsRetargeting (void) const
 
bool Turret_DecideToSelectState (void)
 
void Turret_SelectState (void)
 
bool Turret_CheckRetarget (void)
 
bool Turret_TryToBecomeCoverGuy (void)
 
void Turret_BeginRetarget (void)
 
void Turret_NextRetarget (void)
 
void Turret_SideStep (int iStepSize, vec3_t vDir)
 
void State_Turret_Combat (void)
 
void State_Turret_Reacquire (void)
 
void State_Turret_TakeSniperNode (void)
 
void State_Turret_SniperNode (void)
 
bool State_Turret_RunHome (bool bAttackOnFail)
 
void State_Turret_RunAway (void)
 
void State_Turret_Charge (void)
 
void State_Turret_Grenade (void)
 
void State_Turret_FakeEnemy (void)
 
void State_Turret_Wait (void)
 
void State_Turret_Shoot (void)
 
void State_Turret_Retarget_Suppress (void)
 
void State_Turret_Retarget_Sniper_Node (void)
 
void State_Turret_Retarget_Step_Side_Small (void)
 
void State_Turret_Retarget_Path_Exact (void)
 
void State_Turret_Retarget_Path_Near (void)
 
void State_Turret_Retarget_Step_Side_Medium (void)
 
void State_Turret_Retarget_Step_Side_Large (void)
 
void State_Turret_Retarget_Step_Face_Medium (void)
 
void State_Turret_Retarget_Step_Face_Large (void)
 
bool Cover_IsValid (PathNode *node)
 
bool Cover_SetPath (PathNode *node)
 
void Cover_FindCover (bool bCheckAll)
 
void Begin_Cover (void)
 
void End_Cover (void)
 
void Suspend_Cover (void)
 
void Think_Cover (void)
 
void FinishedAnimation_Cover (void)
 
void PathnodeClaimRevoked_Cover (void)
 
void State_Cover_NewEnemy (void)
 
void State_Cover_FindCover (void)
 
void State_Cover_TakeCover (void)
 
void State_Cover_FinishReloading (void)
 
void State_Cover_SpecialAttack (void)
 
void State_Cover_Target (void)
 
void State_Cover_Hide (void)
 
void State_Cover_Shoot (void)
 
void State_Cover_Grenade (void)
 
void State_Cover_FindEnemy (void)
 
void State_Cover_SearchNode (void)
 
void State_Cover_HuntEnemy (void)
 
void State_Cover_FakeEnemy (void)
 
void Begin_Patrol (void)
 
void End_Patrol (void)
 
void Resume_Patrol (void)
 
void Think_Patrol (void)
 
void ShowInfo_Patrol (void)
 
void IdleThink (void)
 
void Begin_Runner (void)
 
void End_Runner (void)
 
void Resume_Runner (void)
 
void Think_Runner (void)
 
void ShowInfo_Runner (void)
 
void Begin_Alarm (void)
 
void End_Alarm (void)
 
void State_Alarm_StartThread (void)
 
void State_Alarm_Move (void)
 
void State_Alarm_Idle (void)
 
void Think_Alarm (void)
 
void FinishedAnimation_Alarm (void)
 
bool IsNoClipState (int state)
 
void Think_NoClip (void)
 
bool ValidGrenadePath (const Vector &vFrom, const Vector &vTo, Vector &vVel)
 
Vector CanThrowGrenade (const Vector &vFrom, const Vector &vTo)
 
Vector CanRollGrenade (const Vector &vFrom, const Vector &vTo)
 
bool CanTossGrenadeThroughHint (GrenadeHint *pHint, const Vector &vFrom, const Vector &vTo, bool bDesperate, Vector *pvVel, eGrenadeTossMode *peMode)
 
Vector CalcKickVelocity (Vector &vDelta, float fDist) const
 
bool CanKickGrenade (Vector &vFrom, Vector &vTo, Vector &vFace, Vector *pvVel)
 
bool GrenadeWillHurtTeamAt (const Vector &vTo)
 
bool CanGetGrenadeFromAToB (const Vector &vFrom, const Vector &vTo, bool bDesperate, Vector *pvVel, eGrenadeTossMode *peMode)
 
bool DecideToThrowGrenade (const Vector &vTo, Vector *pvVel, eGrenadeTossMode *peMode, bool bDesperate)
 
void Grenade_EventFire (Event *ev)
 
void GenericGrenadeTossThink (void)
 
bool Grenade_Acquire (eGrenadeState eNextState, const_str csReturnAnim)
 
void Grenade_Flee (void)
 
void Grenade_ThrowAcquire (void)
 
void Grenade_Throw (void)
 
void Grenade_KickAcquire (void)
 
void Grenade_Kick (void)
 
void Grenade_MartyrAcquire (void)
 
void Grenade_Martyr (void)
 
void Grenade_Wait (void)
 
void Grenade_NextThinkState (void)
 
void Grenade_EventAttach (Event *ev)
 
void Grenade_EventDetach (Event *ev)
 
void Begin_Grenade (void)
 
void End_Grenade (void)
 
void Resume_Grenade (void)
 
void Think_Grenade (void)
 
void FinishedAnimation_Grenade (void)
 
void SetCuriousAnimHint (int iAnimHint)
 
void Begin_Curious (void)
 
void End_Curious (void)
 
void Resume_Curious (void)
 
void Suspend_Curious (void)
 
void Think_Curious (void)
 
void FinishedAnimation_Curious (void)
 
void LookAtCuriosity (void)
 
void TimeOutCurious (void)
 
void State_Disguise_Wait (void)
 
void State_Disguise_Papers (void)
 
void State_Disguise_Fake_Papers (void)
 
void State_Disguise_Enemy (void)
 
void State_Disguise_Halt (void)
 
void State_Disguise_Accept (void)
 
void State_Disguise_Deny (void)
 
void Begin_DisguiseSalute (void)
 
void End_DisguiseSalute (void)
 
void Resume_DisguiseSalute (void)
 
void Suspend_DisguiseSalute (void)
 
void Think_DisguiseSalute (void)
 
void FinishedAnimation_DisguiseSalute (void)
 
void Begin_DisguiseSentry (void)
 
void End_DisguiseSentry (void)
 
void Resume_DisguiseSentry (void)
 
void Suspend_DisguiseSentry (void)
 
void Think_DisguiseSentry (void)
 
void Begin_DisguiseOfficer (void)
 
void End_DisguiseOfficer (void)
 
void Resume_DisguiseOfficer (void)
 
void Suspend_DisguiseOfficer (void)
 
void Think_DisguiseOfficer (void)
 
void Begin_DisguiseRover (void)
 
void End_DisguiseRover (void)
 
void Resume_DisguiseRover (void)
 
void Suspend_DisguiseRover (void)
 
void Think_DisguiseRover (void)
 
void Begin_Idle (void)
 
void Think_Idle (void)
 
void Begin_MachineGunner (void)
 
void End_MachineGunner (void)
 
void BecomeTurretGuy (void)
 
void ThinkHoldGun_TurretGun (void)
 
void Think_MachineGunner_TurretGun (void)
 
void Think_MachineGunner (void)
 
void FinishedAnimation_MachineGunner (void)
 
bool MachineGunner_CanSee (Entity *ent, float fov, float vision_distance)
 
void Begin_Dog (void)
 
void End_Dog (void)
 
void Think_Dog_Idle (void)
 
void Think_Dog_Attack (void)
 
void Think_Dog_Curious (void)
 
void Begin_Anim (void)
 
void Think_Anim (void)
 
void FinishedAnimation_Anim (void)
 
void ShowInfo_Anim (void)
 
void Begin_AnimCurious (void)
 
void Think_AnimCurious (void)
 
void FinishedAnimation_AnimCurious (void)
 
void Begin_Aim (void)
 
void Think_Aim (void)
 
void ShowInfo_Aim (void)
 
void Pain_Balcony (Event *ev)
 
void Killed_Balcony (Event *ev, bool bPlayDeathAnim)
 
void Think_BalconyAttack (void)
 
void Begin_BalconyAttack (void)
 
void FinishedAnimation_BalconyAttack (void)
 
void State_Balcony_PostShoot (void)
 
void State_Balcony_FindEnemy (void)
 
void State_Balcony_Target (void)
 
void State_Balcony_Shoot (void)
 
void Begin_BalconyKilled (void)
 
void End_BalconyKilled (void)
 
void Think_BalconyKilled (void)
 
void FinishedAnimation_BalconyKilled (void)
 
bool CalcFallPath (void)
 
void Begin_Pain (void)
 
void Think_Pain (void)
 
void FinishedAnimation_Pain (void)
 
void Begin_Killed (void)
 
void Think_Killed (void)
 
void FinishedAnimation_Killed (void)
 
void Begin_Weaponless (void)
 
void Suspend_Weaponless (void)
 
void Think_Weaponless (void)
 
void FinishedAnimation_Weaponless (void)
 
void State_Weaponless_Normal (void)
 
void State_Weaponless_Grenade (void)
 
void Begin_BadPlace (void)
 
void End_BadPlace (void)
 
void Think_BadPlace (void)
 
void Begin_RunAndShoot (void)
 
void End_RunAndShoot (void)
 
void Resume_RunAndShoot (void)
 
void Think_RunAndShoot (void)
 
void ShowInfo_RunAndShoot (void)
 
void State_RunAndShoot_Running (void)
 
bool RunAndShoot_MoveToPatrolCurrentNode (void)
 
virtual void Think (void) override
 
void PostThink (bool bDontFaceWall)
 
virtual void SetMoveInfo (mmove_t *mm) override
 
virtual void GetMoveInfo (mmove_t *mm) override
 
void DoFailSafeMove (vec3_t dest)
 
void TouchStuff (mmove_t *mm)
 
void ExtractConstraints (mmove_t *mm)
 
void EventGiveWeaponInternal (Event *ev)
 
void EventGiveWeapon (Event *ev)
 
void EventGetWeapon (Event *ev)
 
void FireWeapon (Event *ev)
 
bool FriendlyInLineOfFire (Entity *other)
 
Vector VirtualEyePosition ()
 
virtual bool CanTarget (void) override
 
virtual bool IsImmortal (void) override
 
void IgnoreSoundSet (int iType)
 
void IgnoreSoundSetAll (void)
 
void IgnoreSoundClear (int iType)
 
void IgnoreSoundClearAll (void)
 
bool IgnoreSound (int iType)
 
void EventShareEnemy (Event *ev)
 
void EventShareGrenade (Event *ev)
 
void ReceiveAIEvent (vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared)
 
void DefaultReceiveAIEvent (vec3_t event_origin, int iType, Entity *originator, float fDistSquared, float fMaxDistSquared)
 
int PriorityForEventType (int iType)
 
void CuriousSound (int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared)
 
void WeaponSound (int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator)
 
void FootstepSound (vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator)
 
void VoiceSound (int iType, vec3_t sound_origin, float fDistSquared, float fMaxDistSquared, Entity *originator)
 
void GrenadeNotification (Entity *originator)
 
void SetGrenade (Entity *pGrenade)
 
void UpdateBadPlaces (void)
 
void NotifySquadmateKilled (Sentient *pSquadMate, Sentient *pAttacker)
 
void RaiseAlertnessForEventType (int iType)
 
void RaiseAlertness (float fAmount)
 
virtual bool CanSee (Entity *e1, float fov, float vision_distance, bool bNoEnts) override
 
virtual Vector GunPosition (void) override
 
bool WithinVisionDistance (Entity *ent) const
 
bool InFOV (Vector pos, float check_fov, float check_fovdot)
 
bool EnemyInFOV (int iMaxDirtyTime)
 
bool InFOV (Vector pos)
 
bool InFOV (Entity *ent)
 
bool CanSeeNoFOV (Entity *ent)
 
bool CanSeeFOV (Entity *ent)
 
bool CanSeeEnemyFOV (int iMaxFovDirtyTime, int iMaxSightDirtyTime)
 
bool CanShoot (Entity *ent)
 
virtual bool CanSeeFrom (vec3_t pos, Entity *ent)
 
bool CanSeeEnemy (int iMaxDirtyTime)
 
bool CanShootEnemy (int iMaxDirtyTime)
 
void ShowInfo (void)
 
virtual void ShowInfo (float fDot, float fDist) override
 
void DefaultPain (Event *ev)
 
void HandlePain (Event *ev)
 
void EventPain (Event *ev)
 
void DefaultKilled (Event *ev, bool bPlayDeathAnim)
 
void HandleKilled (Event *ev, bool bPlayDeathAnim)
 
void DispatchEventKilled (Event *ev, bool bPlayDeathAnim)
 
void EventKilled (Event *ev)
 
void EventBeDead (Event *ev)
 
void DeathEmbalm (Event *ev)
 
void DeathSinkStart (Event *ev)
 
bool NoticeShot (Sentient *pShooter, Sentient *pTarget, float fDist)
 
bool NoticeFootstep (Sentient *pPedestrian)
 
bool NoticeVoice (Sentient *pVocallist)
 
void ClearLookEntity (void)
 
void LookAt (const Vector &vec)
 
void LookAt (Listener *l)
 
void ForwardLook (void)
 
void LookAtLookEntity (void)
 
void IdleLook (void)
 
void IdleLook (vec3_t dir)
 
void SetDesiredLookDir (vec3_t dir)
 
void SetDesiredLookAnglesRelative (vec3_t ang)
 
void EventLookAt (Event *ev)
 
void EventEyesLookAt (Event *ev)
 
void NoPoint (void)
 
void IdlePoint (void)
 
void ClearPointEntity (void)
 
void PointAt (const Vector &vec)
 
void PointAt (Listener *l)
 
void EventPointAt (Event *ev)
 
void ClearTurnEntity (void)
 
void TurnTo (const Vector &vec)
 
void TurnTo (Listener *l)
 
void IdleTurn (void)
 
void EventTurnTo (Event *ev)
 
void EventSetTurnDoneError (Event *ev)
 
void EventGetTurnDoneError (Event *ev)
 
void LookAround (float fFovAdd)
 
bool SoundSayAnim (const_str name, byte bLevelSayAnim)
 
void EventSetAnim (Event *ev)
 
void EventIdleSayAnim (Event *ev)
 
void EventSayAnim (Event *ev)
 
void EventSetSayAnim (Event *ev)
 
void EventSetMotionAnim (Event *ev)
 
void EventSetAimMotionAnim (Event *ev)
 
void EventSetActionAnim (Event *ev)
 
void EventUpperAnim (Event *ev)
 
void EventSetUpperAnim (Event *ev)
 
void EventEndActionAnim (Event *ev)
 
void EventDamagePuff (Event *ev)
 
void SafeSetOrigin (vec3_t newOrigin)
 
void DoMove (void)
 
void AnimFinished (int slot, bool stop)
 
virtual void AnimFinished (int slot) override
 
void PlayAnimation (Event *ev)
 
void PlayScriptedAnimation (Event *ev)
 
void PlayNoclipAnimation (Event *ev)
 
void PlayAttachedAnimation (Event *ev)
 
void MoveDest (float fMoveSpeed)
 
void MovePath (float fMoveSpeed)
 
void MovePathGoal (float fMoveSpeed)
 
void Dumb (Event *ev)
 
void PhysicsOn (Event *ev)
 
void PhysicsOff (Event *ev)
 
void EventStart (Event *ev)
 
void EventGetMood (Event *ev)
 
void EventSetMood (Event *ev)
 
void EventGetAngleYawSpeed (Event *ev)
 
void EventSetAngleYawSpeed (Event *ev)
 
void EventSetAimTarget (Event *ev)
 
void UpdateAngles (void)
 
void SetLeashHome (Vector vHome)
 
void AimAtTargetPos (void)
 
void AimAtAimNode (void)
 
void AimAtEnemyBehavior (void)
 
void FaceMotion (void)
 
void FaceDirectionDuringMotion (vec3_t vLook)
 
float PathDistanceAlongVector (vec3_t vDir)
 
void FaceEnemyOrMotion (int iTimeIntoMove)
 
void ResetBoneControllers (void)
 
void UpdateBoneControllers (void)
 
void ReadyToFire (Event *ev)
 
void EventGetSight (Event *ev)
 
void EventSetSight (Event *ev)
 
void EventGetHearing (Event *ev)
 
void EventSetHearing (Event *ev)
 
void ClearPatrolCurrentNode (void)
 
void NextPatrolCurrentNode (void)
 
void SetPatrolCurrentNode (Vector &vec)
 
void SetPatrolCurrentNode (Listener *l)
 
void EventSetPatrolPath (Event *ev)
 
void EventGetPatrolPath (Event *ev)
 
void EventSetPatrolWaitTrigger (Event *ev)
 
void EventGetPatrolWaitTrigger (Event *ev)
 
void ShowInfo_PatrolCurrentNode (void)
 
bool MoveOnPathWithSquad (void)
 
bool MoveToWaypointWithPlayer (void)
 
bool PatrolNextNodeExists (void)
 
void UpdatePatrolCurrentNode (void)
 
bool MoveToPatrolCurrentNode (void)
 
void ClearAimNode (void)
 
void SetAimNode (const Vector &vec)
 
void SetAimNode (Listener *l)
 
void ShowInfo_AimNode (void)
 
void EventSetAccuracy (Event *ev)
 
void EventGetAccuracy (Event *ev)
 
int GetThinkType (const_str csName)
 
void SetThink (eThinkState state, eThinkNum think)
 
void SetThinkIdle (eThinkNum think_idle)
 
void SetThinkState (eThinkState state, eThinkLevel level)
 
void EndCurrentThinkState (void)
 
void ClearThinkStates (void)
 
int CurrentThink (void) const
 
bool IsAttacking (void) const
 
void EventGetFov (Event *ev)
 
void EventSetFov (Event *ev)
 
void EventSetDestIdle (Event *ev)
 
void EventSetDestIdle2 (Event *ev)
 
void EventSetTypeIdle (Event *ev)
 
void EventGetTypeIdle (Event *ev)
 
void EventSetTypeAttack (Event *ev)
 
void EventGetTypeAttack (Event *ev)
 
void EventSetTypeDisguise (Event *ev)
 
void EventGetTypeDisguise (Event *ev)
 
void EventSetDisguiseLevel (Event *ev)
 
void EventGetDisguiseLevel (Event *ev)
 
void EventSetTypeGrenade (Event *ev)
 
void EventGetTypeGrenade (Event *ev)
 
void EventSetMinDistance (Event *ev)
 
void EventGetMinDistance (Event *ev)
 
void EventSetMaxDistance (Event *ev)
 
void EventGetMaxDistance (Event *ev)
 
void EventGetLeash (Event *ev)
 
void EventSetLeash (Event *ev)
 
void EventGetInterval (Event *ev)
 
void EventSetInterval (Event *ev)
 
void EventDistToEnemy (Event *ev)
 
void EventGetRunAnim (Event *ev)
 
void EventGetWalkAnim (Event *ev)
 
void EventGetAnimName (Event *ev)
 
void EventSetAnimName (Event *ev)
 
void EventSetDisguiseRange (Event *ev)
 
void EventGetDisguiseRange (Event *ev)
 
void EventSetDisguisePeriod (Event *ev)
 
void EventGetDisguisePeriod (Event *ev)
 
void EventSetDisguiseAcceptThread (Event *ev)
 
void EventGetDisguiseAcceptThread (Event *ev)
 
void EventAttackPlayer (Event *ev)
 
void ForceAttackPlayer (void)
 
void EventSetAlarmNode (Event *ev)
 
void EventGetAlarmNode (Event *ev)
 
void EventSetPreAlarmThread (Event *ev)
 
void EventSetAlarmThread (Event *ev)
 
void EventGetAlarmThread (Event *ev)
 
void EventSetSoundAwareness (Event *ev)
 
void EventGetSoundAwareness (Event *ev)
 
void EventSetGrenadeAwareness (Event *ev)
 
void EventGetGrenadeAwareness (Event *ev)
 
str ThinkName (void) const
 
str ThinkStateName (void) const
 
void EventSetTurret (Event *ev)
 
void EventGetTurret (Event *ev)
 
void EventEnableEnemy (Event *ev)
 
void EventEnablePain (Event *ev)
 
void EventActivate (Event *ev)
 
void EventGetAmmoGrenade (Event *ev)
 
void EventSetAmmoGrenade (Event *ev)
 
void EventInterruptPoint (Event *ev)
 
void EventGetVisibilityThreshold (Event *ev)
 
void EventSetVisibilityThreshold (Event *ev)
 
void EventSetDefaultVisibilityThreshold (Event *ev)
 
void EventGetSuppressChance (Event *ev)
 
void EventSetSuppressChance (Event *ev)
 
void EventAnimScript (Event *ev)
 
void EventAnimScript_Scripted (Event *ev)
 
void EventAnimScript_Noclip (Event *ev)
 
void EventAnimScript_Attached (Event *ev)
 
void EventReload_mg42 (Event *ev)
 
void SetPathWithLeash (Vector vDestPos, const char *description, int iMaxDirtyTime)
 
void SetPathWithLeash (SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime)
 
void FindPathAwayWithLeash (vec3_t vAwayFrom, vec3_t vDirPreferred, float fMinSafeDist)
 
void FindPathNearWithLeash (vec3_t vNearbyTo, float fCloseDistSquared)
 
bool CanMovePathWithLeash (void) const
 
bool MovePathWithLeash (void)
 
bool ShortenPathToAttack (float fMinDist)
 
void StrafeToAttack (float fDist, vec3_t vDir)
 
virtual Vector GunTarget (bool bNoCollision, const vec3_t position, const vec3_t forward) override
 
virtual qboolean setModel (void) override
 
void EventSetHeadModel (Event *ev)
 
void EventGetHeadModel (Event *ev)
 
void EventSetHeadSkin (Event *ev)
 
void EventGetHeadSkin (Event *ev)
 
void EventSetNoIdle (Event *ev)
 
void EventGetNoIdle (Event *ev)
 
void EventGetEnemy (Event *ev)
 
void EventSetMaxNoticeTimeScale (Event *ev)
 
void EventGetMaxNoticeTimeScale (Event *ev)
 
void EventSetFixedLeash (Event *ev)
 
void EventGetFixedLeash (Event *ev)
 
void Holster (void)
 
void HolsterOffHand (void)
 
void Unholster (void)
 
void UnholsterOffHand (void)
 
void EventHolster (Event *ev)
 
void EventUnholster (Event *ev)
 
void EventSoundDone (Event *ev)
 
void EventSound (Event *ev)
 
void EventIsEnemyVisible (Event *ev)
 
void EventGetEnemyVisibleChangeTime (Event *ev)
 
void EventGetLastEnemyVisibleTime (Event *ev)
 
void EventSetFallHeight (Event *ev)
 
void EventGetFallHeight (Event *ev)
 
void EventCanMoveTo (Event *ev)
 
void EventMoveDir (Event *ev)
 
void EventIntervalDir (Event *ev)
 
void EventResetLeash (Event *ev)
 
void EventTether (Event *ev)
 
void EventGetThinkState (Event *ev)
 
void EventGetEnemyShareRange (Event *ev)
 
void EventSetEnemyShareRange (Event *ev)
 
void EventGetKickDir (Event *ev)
 
void EventGetNoLongPain (Event *ev)
 
void EventSetNoLongPain (Event *ev)
 
void EventGetFavoriteEnemy (Event *ev)
 
void EventSetFavoriteEnemy (Event *ev)
 
void EventFindEnemy (Event *ev)
 
void EventGetMumble (Event *ev)
 
void EventSetMumble (Event *ev)
 
void EventGetBreathSteam (Event *ev)
 
void EventSetBreathSteam (Event *ev)
 
void EventSetNextBreathTime (Event *ev)
 
void EventCalcGrenadeToss2 (Event *ev)
 
void EventCalcGrenadeToss (Event *ev)
 
void EventGetNoSurprise (Event *ev)
 
void EventSetNoSurprise (Event *ev)
 
void EventGetSilent (Event *ev)
 
void EventSetSilent (Event *ev)
 
void EventGetAvoidPlayer (Event *ev)
 
void EventSetAvoidPlayer (Event *ev)
 
void EventGetLookAroundAngle (Event *ev)
 
void EventSetLookAroundAngle (Event *ev)
 
void EventHasCompleteLookahead (Event *ev)
 
void EventPathDist (Event *ev)
 
void EventCanShootEnemyFrom (Event *ev)
 
void EventCanShoot (Event *ev)
 
void EventSetInReload (Event *ev)
 
void EventGetInReload (Event *ev)
 
void EventSetReloadCover (Event *ev)
 
void EventBreakSpecial (Event *ev)
 
void GetVoiceType (Event *ev)
 
void SetVoiceType (Event *ev)
 
void ResolveVoiceType (void)
 
void EventSetBalconyHeight (Event *ev)
 
void EventGetBalconyHeight (Event *ev)
 
void EventSetIgnoreBadPlace (Event *ev)
 
void EventGetIgnoreBadPlace (Event *ev)
 
void EventEnableEnemySwitch (Event *ev)
 
void EventDisableEnemySwitch (Event *ev)
 
void EventSetRunAnimRate (Event *ev)
 
void EventGetRunAnimRate (Event *ev)
 
void Landed (Event *ev)
 
bool IsOnFloor (void)
 
void GetNationality (Event *ev)
 
void SetNationality (Event *ev)
 
void EventWriteStats (Event *ev)
 
void EventCuriousOff (Event *ev)
 
void EventCuriousOn (Event *ev)
 
PathNodeFindSniperNodeAndSetPath (bool *pbTryAgain)
 
void Remove (Event *ev)
 
void DontFaceWall (void)
 
bool AvoidingFacingWall (void) const
 
void EndStates (void)
 
void ClearStates (void)
 
void CheckUnregister (void)
 
void BecomeCorpse (void)
 
virtual void PathnodeClaimRevoked (PathNode *node) override
 
void SetPathToNotBlockSentient (Sentient *pOther)
 
void EventSetMoveDoneRadius (Event *ev)
 
void EventGetMoveDoneRadius (Event *ev)
 
virtual void ClearEnemies (void) override
 
bool EnemyIsDisguised (void)
 
virtual void setOriginEvent (Vector org) override
 
virtual void DumpAnimInfo (void) override
 
virtual void Archive (Archiver &arc) override
 
virtual bool AutoArchiveModel (void) override
 
virtual bool IsDisabled () const override
 
bool CanSee (const Vector &org, float fov, float vision_distance, bool bNoEnts) override
 
- Public Member Functions inherited from SimpleActor
 CLASS_PROTOTYPE (SimpleActor)
 
void Archive (Archiver &arc) override
 
bool CanSeeFrom (vec3_t pos, Entity *ent)
 
bool DoesTheoreticPathExist (Vector vDestPos, float fMaxPath)
 
void SetPath (Vector vDestPos, const char *description, int iMaxDirtyTime, float *vLeashHome, float fLeashDistSquared)
 
void SetPath (SimpleEntity *pDestNode, const char *description, int iMaxDirtyTime)
 
void SetPathWithinDistance (Vector vDestPos, char *description, float fMaxPath, int iMaxDirtyTime)
 
void FindPathAway (vec3_t vAwayFrom, vec2_t vDirPreferred, float fMinSafeDist)
 
void ClearPath (void)
 
bool PathComplete (void) const
 
bool PathExists (void) const
 
bool PathIsValid (void) const
 
bool PathAvoidsSquadMates (void) const
 
void ShortenPathToAvoidSquadMates (void)
 
PathInfoCurrentPathNode (void) const
 
PathInfoLastPathNode (void) const
 
float PathDist (void) const
 
bool PathHasCompleteLookahead (void) const
 
Vector PathGoal (void) const
 
const float * PathDelta (void) const
 
bool PathGoalSlowdownStarted (void) const
 
void SetDest (vec3_t dest)
 
void StopTurning (void)
 
void SetDesiredYaw (float yaw)
 
void SetDesiredYawDir (const vec2_t vec)
 
void SetDesiredYawDest (const vec3_t vec)
 
void UpdateEmotion (void)
 
int GetEmotionAnim (void)
 
int GetMotionSlot (int slot)
 
int GetActionSlot (int slot)
 
int GetSaySlot (void)
 
void StartCrossBlendAnimSlot (int slot)
 
void StartMotionAnimSlot (int slot, int anim, float weight)
 
void StartAimMotionAnimSlot (int slot, int anim)
 
void StartActionAnimSlot (int anim)
 
void StartSayAnimSlot (int anim)
 
void StartAimAnimSlot (int slot, int anim)
 
void SetBlendedWeight (int slot)
 
void EventSetAnimLength (Event *ev)
 
void UpdateNormalAnimSlot (int slot)
 
void UpdateCrossBlendAnimSlot (int slot)
 
void UpdateCrossBlendDialogAnimSlot (int slot)
 
void UpdateSayAnimSlot (int slot)
 
void UpdateLastFrameSlot (int slot)
 
void UpdateAnimSlot (int slot)
 
void StopAllAnimating (void)
 
void ChangeMotionAnim (void)
 
void ChangeActionAnim (void)
 
void ChangeSayAnim (void)
 
void StopAnimating (int slot)
 
void AnimFinished (int slot) override
 
void UpdateAim (void)
 
void UpdateAimMotion (void)
 
void EventAIOn (Event *ev)
 
void EventAIOff (Event *ev)
 
void EventGetWeaponGroup (Event *ev)
 
void EventGetWeaponType (Event *ev)
 
void EventGetPainHandler (Event *ev)
 
void EventSetPainHandler (Event *ev)
 
void EventGetDeathHandler (Event *ev)
 
void EventSetDeathHandler (Event *ev)
 
void EventGetAttackHandler (Event *ev)
 
void EventSetAttackHandler (Event *ev)
 
void EventGetSniperHandler (Event *ev)
 
void EventSetSniperHandler (Event *ev)
 
void EventSetCrossblendTime (Event *ev)
 
void EventGetCrossblendTime (Event *ev)
 
void EventSetEmotion (Event *ev)
 
void EventGetPosition (Event *ev)
 
void EventSetPosition (Event *ev)
 
void EventGetAnimMode (Event *ev)
 
void EventSetAnimMode (Event *ev)
 
void EventSetAnimFinal (Event *ev)
 
void EventNoAnimLerp (Event *ev)
 
const_str GetRunAnim (void)
 
const_str GetWalkAnim (void)
 
void DesiredAnimation (int eAnimMode, const_str csAnimString)
 
void StartAnimation (int eAnimMode, const_str csAnimString)
 
void DesiredAnimation (int eAnimMode, ScriptThreadLabel AnimLabel)
 
void StartAnimation (int eAnimMode, ScriptThreadLabel AnimLabel)
 
void ContinueAnimationAllowNoPath (void)
 
void ContinueAnimation (void)
 
void SetPathGoalEndAnim (const_str csEndAnim)
 
bool UpdateSelectedAnimation (void)
 
void Anim_Attack (void)
 
void Anim_Suppress (void)
 
void Anim_Sniper (void)
 
void Anim_Aim (void)
 
void Anim_Shoot (void)
 
void Anim_Idle (void)
 
void Anim_Crouch (void)
 
void Anim_Prone (void)
 
void Anim_Stand (void)
 
void Anim_Cower (void)
 
void Anim_Killed (void)
 
void Anim_StartPain (void)
 
void Anim_Pain (void)
 
void Anim_CrouchRunTo (int eAnimMode)
 
void Anim_CrouchWalkTo (int eAnimMode)
 
void Anim_StandRunTo (int eAnimMode)
 
void Anim_StandWalkTo (int eAnimMode)
 
void Anim_RunTo (int eAnimMode)
 
void Anim_WalkTo (int eAnimMode)
 
void Anim_RunAwayFiring (int eAnimMode)
 
void Anim_RunToShooting (int eAnimMode)
 
void Anim_RunToAlarm (int eAnimMode)
 
void Anim_RunToCasual (int eAnimMode)
 
void Anim_RunToCover (int eAnimMode)
 
void Anim_RunToDanger (int eAnimMode)
 
void Anim_RunToDive (int eAnimMode)
 
void Anim_RunToFlee (int eAnimMode)
 
void Anim_RunToInOpen (int eAnimMode)
 
void Anim_Emotion (eEmotionMode eEmotMode)
 
void Anim_Say (const_str csSayAnimScript, int iMinTimeSinceLastSay, bool bCanInterrupt)
 
void Anim_FullBody (const_str csFullBodyAnim, int eAnimMode)
 
- Public Member Functions inherited from Sentient
 CLASS_PROTOTYPE (Sentient)
 
virtual Vector EyePosition (void)
 
virtual void SetViewAngles (Vector angles)
 
virtual void SetTargetViewAngles (Vector angles)
 
virtual Vector GetViewAngles (void)
 
void AddViewVariation (const Vector &vVariation)
 
void SetMinViewVariation (const Vector &vVariation)
 
void SetHolsteredByCode (bool holstered)
 
bool CanSee (Entity *ent, float fov, float vision_distance, bool bNoEnts) override
 
bool CanSee (const Vector &org, float fov, float vision_distance, bool bNoEnts) override
 
void ReloadWeapon (Event *ev)
 
void FireWeapon (Event *ev)
 
void StopFireWeapon (Event *ev)
 
void ChargeWeapon (Event *ev)
 
virtual void EventForceLandmineMeasure (Event *ev)
 
void EventSetWeaponIdleState (Event *ev)
 
void EventPingForMines (Event *ev)
 
void ReleaseFireWeapon (Event *ev)
 
void ChangeWeapon (Weapon *weapon, weaponhand_t hand)
 
WeaponGetActiveWeapon (weaponhand_t hand) const
 
WeaponWorstWeapon (Weapon *ignore=NULL, qboolean bGetItem=false, int iIgnoreClass=0)
 
WeaponBestWeapon (Weapon *ignore=NULL, qboolean bGetItem=false, int iIgnoreClass=0)
 
WeaponNextWeapon (Weapon *weapon)
 
WeaponPreviousWeapon (Weapon *weapon)
 
void useWeapon (const char *weaponname, weaponhand_t hand=WEAPON_MAIN)
 
void useWeapon (Weapon *weapon, weaponhand_t hand=WEAPON_MAIN)
 
void EventUseWeapon (Event *ev)
 
void EventDeactivateWeapon (Event *ev)
 
int NumWeapons (void)
 
int AmmoCount (str ammo_type)
 
int MaxAmmoCount (str ammo_type)
 
int AmmoIndex (str ammo_type)
 
int UseAmmo (str ammo_type, int amount)
 
void GiveAmmo (str type, int amount, int max_amount=-1)
 
AmmoFindAmmoByName (str name)
 
ItemgiveItem (str itemname, int amount=1)
 
void takeItem (const char *itemname)
 
void takeAmmoType (const char *ammoname)
 
void AddItem (Item *object)
 
void RemoveItem (Item *object)
 
void RemoveWeapons (void)
 
WeaponGetWeapon (int index)
 
ItemFindItemByClassName (const char *classname)
 
ItemFindItemByModelname (const char *modelname)
 
ItemFindItemByExternalName (const char *externalname)
 
ItemFindItem (const char *itemname)
 
void FreeInventory (void)
 
void EventFreeInventory (Event *ev)
 
qboolean HasItem (const char *itemname)
 
qboolean HasWeaponClass (int iWeaponClass)
 
qboolean HasPrimaryWeapon (void)
 
qboolean HasSecondaryWeapon (void)
 
int NumInventoryItems (void)
 
ItemNextItem (Item *item)
 
ItemPrevItem (Item *item)
 
virtual void DropInventoryItems (void)
 
void ListInventory (void)
 
qboolean PowerupActive (void)
 
void setModel (const char *mdl)
 
void ArchivePersistantData (Archiver &arc)
 
void DoubleArmor (void)
 
virtual qboolean DoGib (int meansofdeath, Entity *inflictor)
 
void JumpXY (Event *ev)
 
void MeleeAttackStart (Event *ev)
 
void MeleeAttackEnd (Event *ev)
 
void BlockStart (Event *ev)
 
void BlockEnd (Event *ev)
 
void StunStart (Event *ev)
 
void StunEnd (Event *ev)
 
void SetAttackBlocked (bool blocked)
 
virtual void ReceivedItem (Item *item)
 
virtual void RemovedItem (Item *item)
 
virtual void AmmoAmountChanged (Ammo *ammo, int inclip=0)
 
void AmmoAmountInClipChanged (str ammo_type, int amount)
 
void SetMaxMouthAngle (Event *ev)
 
void TryLightOnFire (int meansofdeath, Entity *attacker)
 
void OnFire (Event *ev)
 
void StopOnFire (Event *ev)
 
void SpawnBloodyGibs (Event *ev)
 
void SetMaxGibs (Event *ev)
 
virtual void GetStateAnims (Container< const char * > *c)
 
void SpawnEffect (str modelname, Vector pos)
 
bool IsNewActiveWeapon (void)
 
WeaponGetNewActiveWeapon (void)
 
weaponhand_t GetNewActiveWeaponHand (void)
 
void ClearNewActiveWeapon (void)
 
void SetNewActiveWeapon (Weapon *weapon, weaponhand_t hand)
 
void Holster (qboolean putaway)
 
void SafeHolster (qboolean putaway)
 
void ActivateNewWeapon (void)
 
void ActivateNewWeapon (Event *ev)
 
void UpdateWeapons (void)
 
VehicleTankGetVehicleTank (void)
 
void UpdateFootsteps (void)
 
qboolean AIDontFace () const override
 
void PutawayWeapon (Event *ev)
 
void WeaponCommand (Event *ev)
 
void AssertValidSquad ()
 
bool IsTeamMate (Sentient *pOther)
 
void JoinNearbySquads (float fJoinRadius=1024.0f)
 
void MergeWithSquad (Sentient *pFriendly)
 
void DisbandSquadMate (Sentient *pExFriendly)
 
bool IsSquadMate (Sentient *pFriendly)
 
VehicleGetVehicle () const
 
void SetVehicle (Vehicle *pVehicle)
 
TurretGunGetTurret () const
 
void SetTurret (TurretGun *pTurret)
 
EntityGetLadder () const
 
void GetActiveWeap (Event *ev)
 
void GetNewActiveWeaponOld (Event *ev)
 
void GetNewActiveWeapon (Event *ev)
 
void GetNewActiveWeaponHand (Event *ev)
 
void EventClientLanding (Event *ev)
 
void FootstepMain (trace_t *trace, int iRunning, int iEquipment)
 
void Footstep (const char *szTagName, int iRunning, int iEquipment)
 
void LandingSound (float volume, int iEquipment)
 
const Container< int > & getInventory () const
 
const Container< Ammo * > & getAmmoInventory () const
 
- Public Member Functions inherited from Animate
 CLASS_PROTOTYPE (Animate)
 
void NewAnim (int animnum, int slot=0, float weight=1.0f)
 
void NewAnim (int animnum, Event *endevent, int slot=0, float weight=1.0f)
 
void NewAnim (int animnum, Event &endevent, int slot=0, float weight=1.0f)
 
void NewAnim (const char *animname, int slot=0, float weight=1.0f)
 
void NewAnim (const char *animname, Event *endevent, int slot=0, float weight=1.0f)
 
void NewAnim (const char *animname, Event &endevent, int slot=0, float weight=1.0f)
 
void SetFrame (void)
 
qboolean HasAnim (const char *animname)
 
EventAnimDoneEvent (int slot=0)
 
void SetAnimDoneEvent (Event &event, int slot=0)
 
void SetAnimDoneEvent (Event *event, int slot=0)
 
int NumAnims (void)
 
const char * AnimName (int slot=0)
 
float AnimTime (int slot=0)
 
int CurrentAnim (int slot=0) const override
 
float CurrentTime (int slot=0) const override
 
void PreAnimate (void) override
 
void PostAnimate (void) override
 
void SetTime (int slot=0, float time=0.0f)
 
void SetNormalTime (int slot=0, float normal=1.0f)
 
float GetTime (int slot=0)
 
float GetNormalTime (int slot=0)
 
void SetWeight (int slot=0, float weight=1.0f)
 
float GetWeight (int slot=0)
 
void SetRepeatType (int slot=0)
 
void SetOnceType (int slot=0)
 
bool IsRepeatType (int slot)
 
void Pause (int slot=0, int pause=1)
 
void StopAnimating (int slot=0)
 
void UseSyncTime (int slot, int sync)
 
void SetSyncTime (float s)
 
float GetSyncTime ()
 
void SetSyncRate (float rate)
 
float GetSyncRate ()
 
void PauseSyncTime (int pause)
 
float GetYawOffset ()
 
float GetCrossTime (int slot)
 
void DoExitCommands (int slot=0)
 
void ForwardExec (Event *ev)
 
void EventSetSyncTime (Event *ev)
 
void EventIsLoopingAnim (Event *ev)
 
void EventSetYawFromBone (Event *ev)
 
void EventPlayerSpawn (Event *ev)
 
void EventPlayerSpawnUtility (Event *ev)
 
void EventPauseAnim (Event *ev)
 
void SlotChanged (int slot)
 
void ClientSound (Event *ev)
 
int NumFrames (int slot=0)
 
- Public Member Functions inherited from Entity
 CLASS_PROTOTYPE (Entity)
 
void EventGetNormalHealth (Event *ev)
 
void EventNormalDamage (Event *ev)
 
void ClassnameEvent (Event *ev)
 
void SpawnFlagsEvent (Event *ev)
 
void EventRevive (Event *ev)
 
qboolean DistanceTo (Vector pos) const
 
qboolean DistanceTo (Entity *ent) const
 
qboolean WithinDistance (Vector pos, float dist) const
 
qboolean WithinDistance (Entity *ent, float dist) const
 
Vector GetControllerAngles (int num)
 
void SetControllerAngles (int num, vec3_t angles)
 
void SetControllerAngles (Event *ev)
 
void GetControllerAngles (Event *ev)
 
void SetControllerTag (int num, int tag_num)
 
int GetControllerTag (int num) const
 
qboolean GetTagPositionAndOrientation (str tagname, orientation_t *new_or)
 
void GetTagPositionAndOrientation (int tagnum, orientation_t *new_or)
 
void GetTagPosition (Event *ev)
 
void GetTagAngles (Event *ev)
 
void EventTrace (Event *ev)
 
void EventSightTrace (Event *ev)
 
void EventInPVS (Event *ev)
 
void IsTouching (Event *ev)
 
void IsInside (Event *ev)
 
void CanSeeInternal (Event *ev, bool bNoEnts)
 
void CanSee (Event *ev)
 
void CanSeeNoEnts (Event *ev)
 
void SetKillTarget (const char *killtarget)
 
const char * KillTarget (void)
 
void AlwaysDraw (Event *ev)
 
void NormalDraw (Event *ev)
 
void NeverDraw (Event *ev)
 
const char * getModel () const
 
void GetModelEvent (Event *ev)
 
void GetBrushModelEvent (Event *ev)
 
void SetSize (void)
 
void setModel (const str &mdl)
 
void SetModelEvent (Event *ev)
 
void SetTeamEvent (Event *ev)
 
virtual void TriggerEvent (Event *ev)
 
void hideModel (void)
 
void EventHideModel (Event *ev)
 
virtual void showModel (void)
 
void EventShowModel (Event *ev)
 
qboolean hidden (void)
 
void ProcessInitCommands (void)
 
void setAlpha (float alpha)
 
float alpha (void)
 
void setMoveType (int type)
 
int getMoveType (void)
 
void setSolidType (solid_t type)
 
int getSolidType (void)
 
virtual Vector getParentVector (Vector vec)
 
Vector getLocalVector (Vector vec)
 
virtual void setSize (Vector min, Vector max)
 
virtual void updateOrigin (void)
 
virtual void setLocalOrigin (Vector org)
 
void setOrigin (Vector org) override
 
void setOriginEvent (Vector org) override
 
virtual void setOrigin (void)
 
virtual void addOrigin (Vector org)
 
void GetRawTag (int tagnum, orientation_t *orient)
 
qboolean GetRawTag (const char *tagname, orientation_t *orient)
 
void GetTag (int tagnum, orientation_t *orient)
 
qboolean GetTag (const char *name, orientation_t *orient)
 
void GetTag (int tagnum, Vector *pos, Vector *forward=NULL, Vector *left=NULL, Vector *up=NULL)
 
qboolean GetTag (const char *name, Vector *pos, Vector *forward=NULL, Vector *left=NULL, Vector *up=NULL)
 
void ClearAnimSlot (int slot)
 
void StartAnimSlot (int slot, int index, float weight)
 
void RestartAnimSlot (int slot)
 
void setAngles (Vector ang) override
 
virtual void setAngles (void)
 
void link (void)
 
void unlink (void)
 
void setContents (int type)
 
int getContents (void)
 
void setScale (float scale)
 
qboolean droptofloor (float maxfall)
 
qboolean isClient (void)
 
virtual void SetDeltaAngles (void)
 
virtual void DamageEvent (Event *event)
 
void Damage (Entity *inflictor, Entity *attacker, float damage, Vector position, Vector direction, Vector normal, int knockback, int flags, int meansofdeath, int location=-1)
 
void DamageType (Event *ev)
 
qboolean IsTouching (Entity *e1)
 
qboolean IsInside (Entity *e1)
 
qboolean FovCheck (float *delta, float fovdot)
 
bool AreasConnected (const Entity *other)
 
void FadeNoRemove (Event *ev)
 
void FadeOut (Event *ev)
 
void FadeIn (Event *ev)
 
void Fade (Event *ev)
 
void Sink (Event *ev)
 
virtual void CheckGround (void)
 
virtual qboolean HitSky (trace_t *trace)
 
virtual qboolean HitSky (void)
 
void SafeSolid (Event *ev)
 
void BecomeSolid (Event *ev)
 
void BecomeNonSolid (Event *ev)
 
void SetSize (Event *ev)
 
void SetMins (Event *ev)
 
void SetMaxs (Event *ev)
 
void GetMins (Event *ev)
 
void GetMaxs (Event *ev)
 
void SetScale (Event *ev)
 
void GetScale (Event *ev)
 
void SetAlpha (Event *ev)
 
void SetKillTarget (Event *ev)
 
void TouchTriggersEvent (Event *ev)
 
str GetRandomAlias (str name, AliasListNode_t **ret)
 
void SetWaterType (void)
 
qboolean attach (int parent_entity_num, int tag_num, qboolean use_angles=qtrue, Vector attach_offset=Vector("0 0 0"))
 
void detach (void)
 
void ProcessSoundEvent (Event *ev, qboolean checkSubtitle)
 
void Sound (Event *ev)
 
virtual void 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)
 
void StopSound (int channel)
 
void StopSound (Event *ev)
 
void LoopSound (Event *ev)
 
void LoopSound (str sound_name, float volume=-1.0, float min_dist=-1.0, float max_dist=-1.0, float pitch=-1.0)
 
void StopLoopSound (Event *ev)
 
void StopLoopSound (void)
 
void StopAllSounds ()
 
void SetLight (Event *ev)
 
void LightOn (Event *ev)
 
void LightOff (Event *ev)
 
void LightRed (Event *ev)
 
void LightGreen (Event *ev)
 
void LightBlue (Event *ev)
 
void LightRadius (Event *ev)
 
void LightStyle (Event *ev)
 
void Flags (Event *ev)
 
void Effects (Event *ev)
 
void RenderEffects (Event *ev)
 
void SVFlags (Event *ev)
 
void BroadcastAIEvent (int iType=AI_EVENT_MISC, float rad=SOUND_RADIUS)
 
void BroadcastAIEvent (Event *ev)
 
void Kill (Event *ev)
 
virtual void Killed (Event *ev)
 
void SurfaceModelEvent (Event *ev)
 
void SurfaceCommand (const char *surf_name, const char *token)
 
virtual void Postthink (void)
 
void DamageSkin (trace_t *trace, float damage)
 
void AttachEvent (Event *ev)
 
void AttachModelEvent (Event *ev)
 
void RemoveAttachedModelEvent (Event *ev)
 
void AttachedModelAnimEvent (Event *ev)
 
void DetachEvent (Event *ev)
 
void TakeDamageEvent (Event *ev)
 
void NoDamageEvent (Event *ev)
 
void Gravity (Event *ev)
 
void GiveOxygen (float time)
 
void UseBoundingBoxEvent (Event *ev)
 
void HurtEvent (Event *ev)
 
void HealEvent (Event *ev)
 
void SetMassEvent (Event *ev)
 
void Censor (Event *ev)
 
void Ghost (Event *ev)
 
void StationaryEvent (Event *ev)
 
void TossEvent (Event *ev)
 
void Explosion (Event *ev)
 
void Shader (Event *ev)
 
void KillAttach (Event *ev)
 
void SetBloodModel (Event *ev)
 
void DropToFloorEvent (Event *ev)
 
void joinTeam (Entity *teammember)
 
void quitTeam (void)
 
qboolean isBoundTo (Entity *master)
 
virtual void bind (Entity *master, qboolean use_my_angles=qfalse)
 
virtual void unbind (void)
 
virtual void glue (Entity *master, qboolean use_my_angles=qtrue, qboolean can_duck=qfalse)
 
virtual void unglue (void)
 
void GlueEvent (Event *ev)
 
void DuckableGlueEvent (Event *ev)
 
void MakeClayPidgeon (Event *ev)
 
void EventUnglue (Event *ev)
 
void JoinTeam (Event *ev)
 
void EventQuitTeam (Event *ev)
 
void BindEvent (Event *ev)
 
void EventUnbind (Event *ev)
 
void AddToSoundManager (Event *ev)
 
void NoLerpThisFrame (void)
 
virtual void addAngles (Vector add)
 
void DeathSinkStart (Event *ev)
 
void DeathSink (Event *ev)
 
void DetachAllChildren (Event *ev)
 
void SetMovementStealth (float fStealthScale)
 
void EventMovementStealth (Event *ev)
 
virtual void VelocityModified (void)
 
qboolean CheckEventFlags (Event *event)
 
void PusherEvent (Event *ev)
 
void SetShaderData (Event *ev)
 
void GetVelocity (Event *ev)
 
void SetVelocity (Event *ev)
 
void GetAVelocity (Event *ev)
 
void DoForceActivate (void)
 
void ForceActivate (Event *ev)
 
void ConnectPaths (void)
 
void DisconnectPaths (void)
 
void EventConnectPaths (Event *ev)
 
void EventDisconnectPaths (Event *ev)
 
virtual void Delete (void)
 
void Remove (Event *ev)
 
void EventSoundDone (Event *ev)
 
void VolumeDamage (float damage)
 
void EventVolumeDamage (Event *ev)
 
virtual qboolean IsDead () const
 
virtual void AddImmunity (Event *ev)
 
virtual void RemoveImmunity (Event *ev)
 
qboolean Immune (int meansofdeath)
 
virtual void ClientThink (void)
 
virtual void EndFrame (void)
 
virtual void CalcBlend (void)
 
virtual qboolean BlocksAIMovement () const
 
void SetHealth (Event *ev)
 
void GetHealth (Event *ev)
 
void EventSetMaxHealth (Event *ev)
 
void EventGetMaxHealth (Event *ev)
 
void EventSetHealthOnly (Event *ev)
 
void GetYaw (Event *ev)
 
virtual bool HasVehicle (void) const
 
void EventGetEntnum (Event *ev)
 
void EventGetClassname (Event *ev)
 
void EventSetRadnum (Event *ev)
 
void EventGetRadnum (Event *ev)
 
void EventSetRotatedBbox (Event *ev)
 
void EventGetRotatedBbox (Event *ev)
 
void MPrintf (const char *msg,...)
 
void DrawBoundingBox (int showbboxes)
 
void EventSinglePlayerCommand (Event *ev)
 
void EventMultiPlayerCommand (Event *ev)
 
void EventRealismModeCommand (Event *ev)
 
void EventSPRealismModeCommand (Event *ev)
 
void EventDMRealismModeCommand (Event *ev)
 
void GetLocalYawFromVector (Event *ev)
 
void EventShootableOnly (Event *ev)
 
void SetShaderTime (Event *ev)
 
void NoTarget (Event *ev)
 
void ProcessHint (gentity_t *client, bool bShow)
 
void GetZone (Event *ev)
 
void IsInZone (Event *ev)
 
void SetDepthHack (Event *ev)
 
void PlayNonPvsSound (const str &soundName, float volume=1)
 
- Public Member Functions inherited from SimpleEntity
 CLASS_PROTOTYPE (SimpleEntity)
 
const strTarget ()
 
qboolean Targeted (void)
 
strTargetName ()
 
virtual void SetTargetName (str targetname)
 
void Archive (Archiver &arc) override
 
int IsSubclassOfEntity (void) const
 
int IsSubclassOfAnimate (void) const
 
int IsSubclassOfSentient (void) const
 
int IsSubclassOfPlayer (void) const
 
int IsSubclassOfActor (void) const
 
int IsSubclassOfItem (void) const
 
int IsSubclassOfInventoryItem (void) const
 
int IsSubclassOfWeapon (void) const
 
int IsSubclassOfProjectile (void) const
 
int IsSubclassOfDoor (void) const
 
int IsSubclassOfCamera (void) const
 
int IsSubclassOfVehicle (void) const
 
int IsSubclassOfVehicleTank (void) const
 
int IsSubclassOfVehicleTurretGun (void) const
 
int IsSubclassOfTurretGun (void) const
 
int IsSubclassOfPathNode (void) const
 
int IsSubclassOfWaypoint (void) const
 
int IsSubclassOfTempWaypoint (void) const
 
int IsSubclassOfVehiclePoint (void) const
 
int IsSubclassOfSplinePath (void) const
 
int IsSubclassOfCrateObject (void) const
 
void GetOrigin (Event *ev)
 
void SetOrigin (Event *ev)
 
void GetCentroid (Event *ev)
 
void SetTargetname (Event *ev)
 
void GetTargetname (Event *ev)
 
void SetTarget (Event *ev)
 
void GetTarget (Event *ev)
 
void SetAngles (Event *ev)
 
void GetAngles (Event *ev)
 
void SetAngleEvent (Event *ev)
 
void GetAngleEvent (Event *ev)
 
void GetForwardVector (Event *ev)
 
void GetLeftVector (Event *ev)
 
void GetRightVector (Event *ev)
 
void GetUpVector (Event *ev)
 
SimpleEntityNext (void)
 
void MPrintf (const char *msg,...)
 
void SimpleArchive (Archiver &arc)
 
- Public Member Functions inherited from Listener
 CLASS_PROTOTYPE (Listener)
 
virtual ListenerGetScriptOwner (void)
 
virtual void SetScriptOwner (Listener *newOwner)
 
void CancelEventsOfType (Event *ev)
 
void CancelEventsOfType (Event &ev)
 
void CancelFlaggedEvents (int flags)
 
void CancelPendingEvents (void)
 
qboolean EventPending (Event &ev)
 
void PostEvent (Event *ev, float delay, int flags=0)
 
void PostEvent (const Event &ev, float delay, int flags=0)
 
qboolean PostponeAllEvents (float time)
 
qboolean PostponeEvent (Event &ev, float time)
 
bool ProcessEvent (const Event &ev)
 
bool ProcessEvent (Event *ev)
 
bool ProcessEvent (Event &ev)
 
ScriptVariableProcessEventReturn (Event *ev)
 
void ProcessContainerEvent (const Container< Event * > &conev)
 
qboolean ProcessPendingEvents (void)
 
bool ProcessScriptEvent (Event &ev)
 
bool ProcessScriptEvent (Event *ev)
 
int GetFlags (Event *event) const
 
qboolean ValidEvent (str name) const
 
void CommandDelay (Event *ev)
 
void Remove (Event *ev)
 
void ScriptRemove (Event *ev)
 
void EventInheritsFrom (Event *ev)
 
void EventIsInheritedBy (Event *ev)
 
void GetClassname (Event *ev)
 
- Public Member Functions inherited from Class
virtual ClassDefclassinfo (void) const
 
void warning (const char *function, const char *format,...) const
 
void error (const char *function, const char *format,...) const
 
qboolean inheritsFrom (ClassDef *c) const
 
qboolean inheritsFrom (const char *name) const
 
qboolean isInheritedBy (const char *name) const
 
qboolean isInheritedBy (ClassDef *c) const
 
const char * getClassname (void) const
 
const char * getClassID (void) const
 
const char * getSuperclass (void) const
 
- Public Member Functions inherited from LightClass
void * operator new (size_t s)
 
void operator delete (void *ptr)
 
void * operator new (size_t size, void *placement)
 
void operator delete (void *ptr, void *placement)
 
template<typename T>
void * operator new (size_t size, T &placement)
 
template<typename T>
void operator delete (void *ptr, T &placement)
 

Static Public Member Functions

static void ResetBodyQueue (void)
 
static void InitVoid (GlobalFuncs_t *func)
 
static void Init (void)
 
static void InitTurret (GlobalFuncs_t *func)
 
static void InitCover (GlobalFuncs_t *func)
 
static void InitPatrol (GlobalFuncs_t *func)
 
static void InitRunner (GlobalFuncs_t *func)
 
static void InitAlarm (GlobalFuncs_t *func)
 
static void InitNoClip (GlobalFuncs_t *func)
 
static Vector CalcThrowVelocity (const Vector &vFrom, const Vector &vTo)
 
static Vector CalcRollVelocity (const Vector &vFrom, const Vector &vTo)
 
static Vector GrenadeThrowPoint (const Vector &vFrom, const Vector &vDelta, const_str csAnim)
 
static void InitGrenade (GlobalFuncs_t *func)
 
static void InitCurious (GlobalFuncs_t *func)
 
static void InitDisguiseSalute (GlobalFuncs_t *func)
 
static void InitDisguiseSentry (GlobalFuncs_t *func)
 
static void InitDisguiseOfficer (GlobalFuncs_t *func)
 
static void InitDisguiseRover (GlobalFuncs_t *func)
 
static void InitDisguiseNone (GlobalFuncs_t *func)
 
static void InitIdle (GlobalFuncs_t *func)
 
static void InitMachineGunner (GlobalFuncs_t *func)
 
static void InitDogIdle (GlobalFuncs_t *func)
 
static void InitDogAttack (GlobalFuncs_t *func)
 
static void InitDogCurious (GlobalFuncs_t *func)
 
static void InitAnim (GlobalFuncs_t *func)
 
static void InitAnimCurious (GlobalFuncs_t *func)
 
static void InitAim (GlobalFuncs_t *func)
 
static void InitBalconyIdle (GlobalFuncs_t *func)
 
static void InitBalconyCurious (GlobalFuncs_t *func)
 
static void InitBalconyAttack (GlobalFuncs_t *func)
 
static void InitBalconyDisguise (GlobalFuncs_t *func)
 
static void InitBalconyGrenade (GlobalFuncs_t *func)
 
static void InitBalconyPain (GlobalFuncs_t *func)
 
static void InitBalconyKilled (GlobalFuncs_t *func)
 
static void InitPain (GlobalFuncs_t *func)
 
static void InitDead (GlobalFuncs_t *func)
 
static void InitKilled (GlobalFuncs_t *func)
 
static void InitWeaponless (GlobalFuncs_t *func)
 
static void InitBadPlace (GlobalFuncs_t *func)
 
static void InitRunAndShoot (GlobalFuncs_t *func)
 
static bool IsVoidState (int state)
 
static bool IsIdleState (int state)
 
static bool IsCuriousState (int state)
 
static bool IsDisguiseState (int state)
 
static bool IsAttackState (int state)
 
static bool IsGrenadeState (int state)
 
static bool IsBadPlaceState (int state)
 
static bool IsPainState (int state)
 
static bool IsKilledState (int state)
 
static bool IsMachineGunnerState (int state)
 
static bool IsDogState (int state)
 
static int NextUpdateTime (int iLastUpdateTime, int iUpdatePeriod)
 
static void ArchiveStatic (Archiver &arc)
 
- Static Public Member Functions inherited from Class
static void * _newInstance (void)
 
static ClassDefclassinfostatic (void)
 

Public Attributes

eThinkNum m_ThinkMap [NUM_THINKSTATES]
 
eThinkState m_ThinkStates [NUM_THINKLEVELS]
 
eThinkNum m_Think [NUM_THINKLEVELS]
 
eThinkLevel m_ThinkLevel
 
eThinkState m_ThinkState
 
int m_State
 
int m_iStateTime
 
bool m_bLockThinkState
 
bool m_bDirtyThinkState
 
const char * m_pszDebugState
 
bool m_bAnimating
 
bool m_bIgnoreBadPlace
 
int m_iBadPlaceIndex
 
int mVoiceType
 
bool m_bSilent
 
bool m_bNoSurprise
 
bool m_bMumble
 
bool m_bBreathSteam
 
const_str m_csHeadModel
 
const_str m_csHeadSkin
 
const_str m_csWeapon
 
const_str m_csLoadOut
 
SentientPtr m_FavoriteEnemy
 
int m_iEnemyCheckTime
 
int m_iEnemyChangeTime
 
int m_iEnemyVisibleCheckTime
 
int m_iEnemyVisibleChangeTime
 
int m_iLastEnemyVisibleTime
 
float m_fVisibilityAlpha
 
float m_fVisibilityThreshold
 
int m_iEnemyFovCheckTime
 
int m_iEnemyFovChangeTime
 
Vector m_vLastEnemyPos
 
int m_iLastEnemyPosChangeTime
 
float m_fMaxShareDistSquared
 
bool m_bCanShootEnemy
 
bool m_bHasVisibilityThreshold
 
int m_iCanShootCheckTime
 
bool m_bDesiredEnableEnemy
 
bool m_bEnableEnemy
 
bool m_bEnablePain
 
bool m_bNoLongPain
 
bool m_bNewEnemy
 
bool m_bEnemyIsDisguised
 
bool m_bEnemyVisible
 
bool m_bEnemyInFOV
 
bool m_bForceAttackPlayer
 
bool m_bAutoAvoidPlayer
 
bool m_bNoIdleAfterAnim
 
bool m_bAnimScriptSet
 
const_str m_csAnimScript
 
int m_AnimMode
 
float m_fRunAnimRate
 
float m_fDfwRequestedYaw
 
float m_fDfwDerivedYaw
 
Vector m_vDfwPos
 
float m_fDfwTime
 
int m_iGunPositionCheckTime
 
Vector m_vGunPosition
 
int m_iWallDodgeTimeout
 
vec2_t m_PrevObstacleNormal
 
char m_WallDir
 
float m_fMoveDoneRadiusSquared
 
int m_iOriginTime
 
bool m_bFaceEnemy
 
bool m_bDoPhysics
 
bool m_bBecomeRunner
 
bool m_bPatrolWaitTrigger
 
bool m_bScriptGoalValid
 
Vector m_vScriptGoal
 
int m_iNextWatchStepTime
 
SafePtr< SimpleEntitym_patrolCurrentNode
 
const_str m_csPatrolCurrentAnim
 
int m_iSquadStandTime
 
float m_fInterval
 
int m_iIntervalDirTime
 
Vector m_vIntervalDir
 
short m_sCurrentPathNodeIndex
 
int m_PainState
 
int m_iCuriousTime
 
int m_iCuriousLevel
 
int m_iCuriousAnimHint
 
int m_iNextDisguiseTime
 
int m_iDisguisePeriod
 
float m_fMaxDisguiseDistSquared
 
int m_iEnemyShowPapersTime
 
ScriptThreadLabel m_DisguiseAcceptThread
 
int m_iDisguiseLevel
 
SafePtr< SimpleEntitym_AlarmNode
 
ScriptThreadLabel m_AlarmThread
 
ScriptThreadLabel m_PreAlarmThread
 
int m_iSuppressChance
 
int m_iRunHomeTime
 
bool m_bTurretNoInitialCover
 
PathNodem_pPotentialCoverNode [MAX_COVER_NODES]
 
int m_iPotentialCoverCount
 
PathNodem_pCoverNode
 
const_str m_csSpecialAttack
 
bool m_bInReload
 
bool m_bNeedReload
 
bool mbBreakSpecialAttack
 
bool m_bIsCurious
 
bool m_bGrenadeBounced
 
SafePtr< Entitym_pGrenade
 
Vector m_vGrenadePos
 
int m_iFirstGrenadeTime
 
eGrenadeState m_eGrenadeState
 
eGrenadeTossMode m_eGrenadeMode
 
Vector m_vGrenadeVel
 
Vector m_vKickDir
 
FallPathm_pFallPath
 
float m_fBalconyHeight
 
bool m_bNoPlayerCollision
 
float m_fNoticeTimeScale
 
float m_fMaxNoticeTimeScale
 
ActorEnemySet m_PotentialEnemies
 
float m_fSight
 
float m_fHearing
 
float m_fSoundAwareness
 
float m_fGrenadeAwareness
 
int m_iIgnoreSoundsMask
 
float m_fFov
 
float m_fFovDot
 
int m_iEyeUpdateTime
 
Vector m_vEyeDir
 
int m_iNextLookTime
 
float m_fLookAroundFov
 
SafePtr< SimpleEntitym_pLookEntity
 
int m_iLookFlags
 
SafePtr< SimpleEntitym_pPointEntity
 
SafePtr< SimpleEntitym_pTurnEntity
 
float m_fTurnDoneError
 
float m_fAngleYawSpeed
 
SafePtr< SimpleEntitym_aimNode
 
int m_eDontFaceWallMode
 
int m_iLastFaceDecideTime
 
vec2_t m_vOriginHistory [MAX_ORIGIN_HISTORY]
 
int m_iCurrentHistory
 
bool m_bHeadAnglesAchieved
 
bool m_bLUpperArmAnglesAchieved
 
bool m_bTorsoAnglesAchieved
 
bool align3
 
float m_fHeadMaxTurnSpeed
 
vec3_t m_vHeadDesiredAngles
 
float m_fLUpperArmTurnSpeed
 
vec3_t m_vLUpperArmDesiredAngles
 
float m_fTorsoMaxTurnSpeed
 
float m_fTorsoCurrentTurnSpeed
 
vec3_t m_vTorsoDesiredAngles
 
Vector m_vHome
 
SafePtr< SimpleEntitym_pTetherEnt
 
float m_fMinDistance
 
float m_fMinDistanceSquared
 
float m_fMaxDistance
 
float m_fMaxDistanceSquared
 
float m_fLeash
 
float m_fLeashSquared
 
bool m_bFixedLeash
 
bool m_bEnemySwitch
 
int m_iNationality
 
- Public Attributes inherited from SimpleActor
int m_eAnimMode
 
ScriptThreadLabel m_Anim
 
SafePtr< ScriptThreadm_pAnimThread
 
int m_eNextAnimMode
 
const_str m_csNextAnimString
 
ScriptThreadLabel m_NextAnimLabel
 
bool m_bNextForceStart
 
float m_fCrouchWeight
 
bool m_YawAchieved
 
float m_DesiredYaw
 
bool m_bHasDesiredLookDest
 
bool m_bHasDesiredLookAngles
 
Vector m_vDesiredLookDest
 
Vector m_DesiredLookAngles
 
Vector m_DesiredGunDir
 
ActorPath m_Path
 
float m_Dest [3]
 
float m_NoClipDest [3]
 
float path_failed_time
 
float m_fPathGoalTime
 
bool m_bStartPathGoalEndAnim
 
const_str m_csPathGoalEndAnimScript
 
qboolean m_walking
 
qboolean m_groundPlane
 
vec3_t m_groundPlaneNormal
 
Vector watch_offset
 
bool m_bThink
 
int m_PainTime
 
eEmotionMode m_eEmotionMode
 
float m_fAimLimit_up
 
float m_fAimLimit_down
 
int m_ChangeMotionAnimIndex
 
int m_ChangeActionAnimIndex
 
int m_ChangeSayAnimIndex
 
int hit_obstacle_time
 
float obstacle_vel [2]
 
const_str m_csAnimName
 
const_str m_csSayAnim
 
const_str m_csUpperAnim
 
const_str m_csCurrentPosition
 
int m_bPathErrorTime
 
class PathNodem_NearestNode
 
Vector m_vNearestNodePos
 
short m_bUpdateAnimDoneFlags
 
float m_maxspeed
 
const_str m_csMood
 
const_str m_csIdleMood
 
int m_iMotionSlot
 
int m_iActionSlot
 
int m_iSaySlot
 
bool m_bLevelMotionAnim
 
bool m_bLevelActionAnim
 
byte m_bLevelSayAnim
 
byte m_bNextLevelSayAnim
 
bool m_bMotionAnimSet
 
bool m_bActionAnimSet
 
bool m_bSayAnimSet
 
bool m_bAimAnimSet
 
int m_iVoiceTime
 
bool m_bDoAI
 
ScriptThreadLabel m_PainHandler
 
ScriptThreadLabel m_DeathHandler
 
ScriptThreadLabel m_AttackHandler
 
ScriptThreadLabel m_SniperHandler
 
float m_fCrossblendTime
 
- Public Attributes inherited from Sentient
Vector mTargetPos
 
float mAccuracy
 
SafePtr< Sentientm_pNextSquadMate
 
SafePtr< Sentientm_pPrevSquadMate
 
Sentientm_NextSentient
 
Sentientm_PrevSentient
 
int m_Team
 
int m_iAttackerCount
 
SafePtr< Entitym_pLastAttacker
 
SafePtr< Sentientm_Enemy
 
float m_fPlayerSightLevel
 
bool m_bIsDisguised
 
bool m_bHasDisguise
 
bool m_bOvercookDied
 
int m_ShowPapersTime
 
int m_iLastHitTime
 
int m_iThreatBias
 
bool m_bIsAnimal
 
Vector gunoffset
 
Vector eyeposition
 
int viewheight
 
Vector m_vViewVariation
 
int means_of_death
 
bool in_melee_attack
 
bool in_block
 
bool in_stun
 
bool on_fire
 
float on_fire_stop_time
 
float next_catch_on_fire_time
 
int on_fire_tagnums [3]
 
SafePtr< Entityfire_owner
 
bool attack_blocked
 
float attack_blocked_time
 
float max_mouth_angle
 
int max_gibs
 
float next_bleed_time
 
bool m_bForceDropHealth
 
bool m_bForceDropWeapon
 
bool m_bFootOnGround_Right
 
bool m_bFootOnGround_Left
 
int iNextLandTime
 
- Public Attributes inherited from Animate
Vector frame_delta
 
float angular_delta
 
- Public Attributes inherited from Entity
int entnum
 
int radnum
 
gentity_tedict
 
gclient_tclient
 
int spawnflags
 
str model
 
Vector mins
 
Vector maxs
 
Vector absmin
 
Vector absmax
 
Vector velocity
 
Vector accel
 
Vector avelocity
 
Vector aaccel
 
Vector size
 
int movetype
 
int mass
 
float gravity
 
float orientation [3][3]
 
gentity_tgroundentity
 
cplane_t groundplane
 
int groundcontents
 
int numchildren
 
int children [MAX_MODEL_CHILDREN]
 
float lightRadius
 
str moveteam
 
class Entityteamchain
 
class Entityteammaster
 
class Entitybindmaster
 
qboolean bind_use_my_angles
 
Vector localorigin
 
Vector localangles
 
str killtarget
 
float health
 
float max_health
 
int deadflag
 
int flags
 
int watertype
 
int waterlevel
 
damage_t takedamage
 
EntityPtr enemy
 
float pain_finished
 
float damage_debounce_time
 
int damage_type
 
int m_iNumGlues
 
EntityPtr m_pGlues [MAX_GLUE_CHILDREN]
 
int m_pGluesFlags [MAX_GLUE_CHILDREN]
 
class Entitym_pGlueMaster
 
bool m_bGlueAngles
 
bool m_bGlueDuckable
 
qboolean detach_at_death
 
float stealthMovementScale
 
class pathway_refm_BlockedPaths
 
int m_iNumBlockedPaths
 
Container< int > immunities
 
MulticastDelegate< void(const Event &ev)> delegate_damage
 
MulticastDelegate< void(const Event &ev)> delegate_killed
 
MulticastDelegate< void(const Event &ev)> delegate_gotKill
 
- Public Attributes inherited from SimpleEntity
Vector origin
 
Vector angles
 
entflags_t entflags
 
str target
 
str targetname
 
Vector centroid
 

Static Public Attributes

static GlobalFuncs_t GlobalFuncs [NUM_THINKS]
 
static const_str m_csThinkNames [NUM_THINKS]
 
static const_str m_csThinkStateNames [NUM_THINKSTATES]
 
static SafePtr< ActormBodyQueue [MAX_BODYQUEUE]
 
static int mCurBody
 
- Static Public Attributes inherited from Listener
static bool EventSystemStarted = false
 
static bool ProcessingEvents = false
 
- Static Public Attributes inherited from Class
static ClassDef ClassInfo
 
static ClassDefHook _ClassInfo_
 
static ResponseDef< ClassResponses []
 

Protected Member Functions

void MoveTo (Event *ev)
 
void WalkTo (Event *ev)
 
void RunTo (Event *ev)
 
void CrouchTo (Event *ev)
 
void CrawlTo (Event *ev)
 
void AimAt (Event *ev)
 
void DefaultRestart (void)
 
void SuspendState (void)
 
void ResumeState (void)
 
void BeginState (void)
 
void EndState (int level)
 
void RestartState (void)
 
- Protected Member Functions inherited from Sentient
virtual void EventTake (Event *ev)
 
virtual void EventGiveAmmo (Event *ev)
 
virtual void EventGiveItem (Event *ev)
 
void EventGiveDynItem (Event *ev)
 
void SetBloodModel (Event *ev)
 
void EventUseItem (Event *ev)
 
virtual void EventUseWeaponClass (Event *ev)
 
virtual void EventGiveTargetname (Event *ev)
 
void EventGerman (Event *ev)
 
void EventAmerican (Event *ev)
 
void EventGetTeam (Event *ev)
 
void EventGetThreatBias (Event *ev)
 
void EventSetThreatBias (Event *ev)
 
void SetDamageMult (Event *ev)
 
void SetupHelmet (str sHelmetTiki, float fSpeed, float fDamageMult, str sHelmetSurface1, str sHelmetSurface2)
 
void EventSetupHelmet (Event *ev)
 
void EventPopHelmet (Event *ev)
 
bool WearingHelmet (void)
 
int CheckHitLocation (int iLocation)
 
virtual void ArmorDamage (Event *ev)
 
virtual qboolean CanBlock (int meansofdeath, qboolean full_block)
 
void AddBloodSpurt (Vector direction)
 
qboolean ShouldBleed (int meansofdeath, qboolean dead)
 
qboolean ShouldGib (int meansofdeath, float damage)
 
str GetBloodSpurtName (void)
 
str GetBloodSplatName (void)
 
float GetBloodSplatSize (void)
 
str GetGibName (void)
 
virtual void TurnOffShadow (Event *ev)
 
virtual void TurnOnShadow (Event *ev)
 
virtual void WeaponKnockedFromHands (void)
 
void EventDropItems (Event *ev)
 
void EventDontDropWeapons (Event *ev)
 
void EventForceDropWeapon (Event *ev)
 
void EventForceDropHealth (Event *ev)
 
void EventGetForceDropWeapon (Event *ev)
 
void EventGetForceDropHealth (Event *ev)
 
void DetachAllActiveWeapons (void)
 
void AttachAllActiveWeapons (void)
 
qboolean WeaponsOut (void)
 
qboolean IsActiveWeapon (Weapon *weapon)
 
void ActivateWeapon (Weapon *weapon, weaponhand_t hand)
 
void ActivateLastActiveWeapon (void)
 
void EventActivateLastActiveWeapon (Event *ev)
 
void EventToggleItemUse (Event *ev)
 
void DeactivateWeapon (Weapon *weapon)
 
void DeactivateWeapon (weaponhand_t hand)
 
void CheckAnimations (Event *ev)
 
void ChargeWeapon (weaponhand_t hand, firemode_t mode)
 
virtual void FireWeapon (int number, firemode_t mode)
 
void ReleaseFireWeapon (int number, firemode_t mode)
 
void Link ()
 
void Unlink ()
 
- Protected Member Functions inherited from Class
void ClearSafePointers ()
 

Additional Inherited Members

- Protected Attributes inherited from SimpleActor
unsigned int m_weightType [MAX_FRAMEINFOS]
 
float m_weightBase [MAX_FRAMEINFOS]
 
float m_weightCrossBlend [MAX_FRAMEINFOS]
 
bool m_AnimMotionHigh
 
bool m_AnimActionHigh
 
bool m_AnimDialogHigh
 
- Protected Attributes inherited from Sentient
Container< int > inventory
 
Container< Ammo * > ammo_inventory
 
float LMRF
 
WeaponPtr newWeapon
 
int poweruptype
 
int poweruptimer
 
Vector offset_color
 
Vector offset_delta
 
float charge_start_time
 
str blood_model
 
SafePtr< WeaponactiveWeaponList [MAX_ACTIVE_WEAPONS]
 
ActiveWeapon newActiveWeapon
 
WeaponPtr holsteredWeapon
 
bool weapons_holstered_by_code
 
ActiveWeapon lastActiveWeapon
 
float m_fDamageMultipliers [MAX_DAMAGE_MULTIPLIERS]
 
SafePtr< Vehiclem_pVehicle
 
SafePtr< TurretGunm_pTurret
 
SafePtr< Entitym_pLadder
 
str m_sHelmetSurface1
 
str m_sHelmetSurface2
 
str m_sHelmetTiki
 
float m_fHelmetSpeed
 
bool m_bDontDropWeapons
 
- Protected Attributes inherited from Animate
int animFlags [MAX_FRAMEINFOS]
 
float syncTime
 
float syncRate
 
int pauseSyncTime
 
bool is_paused
 
EventdoneEvents [MAX_FRAMEINFOS]
 
float animtimes [MAX_FRAMEINFOS]
 
float frametimes [MAX_FRAMEINFOS]
 

Member Function Documentation

◆ AnimFinished()

void Actor::AnimFinished ( int slot)
overridevirtual

Reimplemented from Animate.

◆ Archive()

void Actor::Archive ( Archiver & arc)
inlineoverridevirtual

Reimplemented from Class.

◆ AutoArchiveModel()

bool Actor::AutoArchiveModel ( void )
overridevirtual

Reimplemented from Entity.

◆ CanSee() [1/2]

bool Sentient::CanSee ( const Vector & org,
float fov,
float vision_distance,
bool bNoEnts )
overridevirtual

Reimplemented from Entity.

◆ CanSee() [2/2]

bool Actor::CanSee ( Entity * e1,
float fov,
float vision_distance,
bool bNoEnts )
overridevirtual

Reimplemented from Entity.

◆ CanTarget()

bool Actor::CanTarget ( void )
overridevirtual

Reimplemented from SimpleActor.

◆ ClearEnemies()

void Actor::ClearEnemies ( void )
overridevirtual

Reimplemented from Sentient.

◆ DumpAnimInfo()

void Actor::DumpAnimInfo ( void )
overridevirtual

Reimplemented from Animate.

◆ DumpCallTrace()

const char * Actor::DumpCallTrace ( const char * pszFmt,
... ) const
overridevirtual

Reimplemented from SimpleActor.

◆ GetMoveInfo()

void Actor::GetMoveInfo ( mmove_t * mm)
overridevirtual

Reimplemented from SimpleActor.

◆ GunPosition()

Vector Actor::GunPosition ( void )
overridevirtual

Reimplemented from Sentient.

◆ GunTarget()

Vector Actor::GunTarget ( bool bNoCollision,
const vec3_t position,
const vec3_t forward )
overridevirtual

Reimplemented from Sentient.

◆ IsDisabled()

bool Actor::IsDisabled ( ) const
overridevirtual

Reimplemented from Sentient.

◆ IsImmortal()

bool Actor::IsImmortal ( void )
overridevirtual

Reimplemented from SimpleActor.

◆ PathnodeClaimRevoked()

void Actor::PathnodeClaimRevoked ( PathNode * node)
overridevirtual

Reimplemented from Entity.

◆ setContentsSolid()

void Actor::setContentsSolid ( void )
overridevirtual

Reimplemented from Entity.

◆ setModel()

qboolean Actor::setModel ( void )
overridevirtual

Reimplemented from Entity.

◆ SetMoveInfo()

void Actor::SetMoveInfo ( mmove_t * mm)
overridevirtual

Reimplemented from SimpleActor.

◆ setOriginEvent()

void Actor::setOriginEvent ( Vector org)
overridevirtual

Reimplemented from SimpleEntity.

◆ ShowInfo()

void Actor::ShowInfo ( float fDot,
float fDist )
overridevirtual

Reimplemented from Entity.

◆ Think()

void Actor::Think ( void )
overridevirtual

Reimplemented from Entity.

Member Data Documentation

◆ m_csThinkStateNames

const_str Actor::m_csThinkStateNames
static
Initial value:
= {
STRING_VOID,
STRING_IDLE,
STRING_PAIN,
STRING_KILLED,
STRING_ATTACK,
STRING_CURIOUS,
STRING_DISGUISE,
STRING_GRENADE,
STRING_BADPLACE,
STRING_NOCLIP
}

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