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Player Struct Reference
Inheritance diagram for Player:
Sentient Animate Entity SimpleEntity

Public Member Functions

qboolean CondTrue (Conditional &condition)
qboolean CondChance (Conditional &condition)
qboolean CondHealth (Conditional &condition)
qboolean CondPain (Conditional &condition)
qboolean CondBlocked (Conditional &condition)
qboolean CondOnGround (Conditional &condition)
qboolean CondHasWeapon (Conditional &condition)
qboolean CondNewWeapon (Conditional &condition)
qboolean CondImmediateSwitch (Conditional &condition)
qboolean CondUseWeapon (Conditional &condition)
qboolean CondUseWeaponClass (Conditional &condition)
qboolean CondWeaponActive (Conditional &condition)
qboolean CondWeaponClassActive (Conditional &condition)
qboolean CondWeaponCurrentFireAnim (Conditional &condition)
qboolean CondWeaponReadyToFire (Conditional &condition)
qboolean CondWeaponClassReadyToFire (Conditional &condition)
qboolean CondUsingVehicle (Conditional &condition)
qboolean CondVehicleType (Conditional &condition)
qboolean CondIsPassenger (Conditional &condition)
qboolean CondIsDriver (Conditional &condition)
qboolean CondUsingTurret (Conditional &condition)
qboolean CondIsEscaping (Conditional &condition)
qboolean CondAbleToDefuse (Conditional &condition)
qboolean CondCanPlaceLandmine (Conditional &condition)
qboolean CondOnLandmine (Conditional &condition)
qboolean CondNearLandmine (Conditional &condition)
void MeasureLandmineDistances ()
qboolean CondIsAssistingEscape (Conditional &condition)
qboolean CondTurretType (Conditional &condition)
qboolean CondWeaponReadyToFireNoSound (Conditional &condition)
qboolean CondPutAwayMain (Conditional &condition)
qboolean CondPutAwayOffHand (Conditional &condition)
qboolean CondAnyWeaponActive (Conditional &condition)
qboolean CondAttackBlocked (Conditional &condition)
qboolean CondBlockDelay (Conditional &condition)
qboolean CondMuzzleClear (Conditional &condition)
qboolean CondWeaponHasAmmo (Conditional &condition)
qboolean CondWeaponHasAmmoInClip (Conditional &condition)
qboolean CondReload (Conditional &condition)
qboolean CondWeaponsHolstered (Conditional &condition)
qboolean CondWeaponIsItem (Conditional &condition)
qboolean CondNewWeaponIsItem (Conditional &condition)
qboolean CondSemiAuto (Conditional &condition)
qboolean CondMinChargeTime (Conditional &condition)
qboolean CondMaxChargeTime (Conditional &condition)
qboolean CondPositionType (Conditional &condition)
qboolean CondMovementType (Conditional &condition)
qboolean CondRun (Conditional &condition)
qboolean CondUse (Conditional &condition)
qboolean CondTurnLeft (Conditional &condition)
qboolean CondTurnRight (Conditional &condition)
qboolean CondForward (Conditional &condition)
qboolean CondBackward (Conditional &condition)
qboolean CondStrafeLeft (Conditional &condition)
qboolean CondStrafeRight (Conditional &condition)
qboolean CondJump (Conditional &condition)
qboolean CondCrouch (Conditional &condition)
qboolean CondJumpFlip (Conditional &condition)
qboolean CondAnimDoneLegs (Conditional &condition)
qboolean CondAnimDoneTorso (Conditional &condition)
qboolean CondActionAnimDone (Conditional &condition)
qboolean CondCanTurn (Conditional &condition)
qboolean CondLeftVelocity (Conditional &condition)
qboolean CondRightVelocity (Conditional &condition)
qboolean CondBackwardVelocity (Conditional &condition)
qboolean CondForwardVelocity (Conditional &condition)
qboolean CondUpVelocity (Conditional &condition)
qboolean CondDownVelocity (Conditional &condition)
qboolean CondHasVelocity (Conditional &condition)
qboolean Cond22DegreeSlope (Conditional &condition)
qboolean Cond45DegreeSlope (Conditional &condition)
qboolean CondRightLegHigh (Conditional &condition)
qboolean CondLeftLegHigh (Conditional &condition)
qboolean CondCanFall (Conditional &condition)
qboolean CondAtDoor (Conditional &condition)
qboolean CondFalling (Conditional &condition)
qboolean CondMediumImpact (Conditional &condition)
qboolean CondHardImpact (Conditional &condition)
qboolean CondDead (Conditional &condition)
qboolean CondPainType (Conditional &condition)
qboolean CondPainDirection (Conditional &condition)
qboolean CondPainLocation (Conditional &condition)
qboolean CondPainThreshold (Conditional &condition)
qboolean CondKnockDown (Conditional &condition)
qboolean CondLegsState (Conditional &condition)
qboolean CondTorsoState (Conditional &condition)
qboolean CondAtUseAnim (Conditional &condition)
qboolean CondTouchUseAnim (Conditional &condition)
qboolean CondUseAnimFinished (Conditional &condition)
qboolean CondAtUseObject (Conditional &condition)
qboolean CondLoopUseObject (Conditional &condition)
qboolean CondPush (Conditional &condition)
qboolean CondPull (Conditional &condition)
qboolean CondLadder (Conditional &condition)
qboolean CondLookingUp (Conditional &condition)
qboolean CondTopOfLadder (Conditional &condition)
qboolean CondOnLadder (Conditional &condition)
qboolean CondCanClimbUpLadder (Conditional &condition)
qboolean CondCanClimbDownLadder (Conditional &condition)
qboolean CondCanGetOffLadderTop (Conditional &condition)
qboolean CondCanGetOffLadderBottom (Conditional &condition)
qboolean CondCanStand (Conditional &condition)
qboolean CondFacingUpSlope (Conditional &condition)
qboolean CondFacingDownSlope (Conditional &condition)
qboolean CondSolidForward (Conditional &condition)
qboolean CondStateName (Conditional &condition)
qboolean CondGroundEntity (Conditional &condition)
qboolean CondCheckHeight (Conditional &condition)
qboolean CondViewInWater (Conditional &condition)
qboolean CondDuckedViewInWater (Conditional &condition)
qboolean CondCheckMovementSpeed (Conditional &condition)
qboolean CondAttackPrimary (Conditional &condition)
qboolean CondAttackSecondary (Conditional &condition)
qboolean CondAttackButtonPrimary (Conditional &condition)
qboolean CondAttackButtonSecondary (Conditional &condition)
qboolean CondClientCommand (Conditional &condition)
qboolean CondVariable (Conditional &condition)
void StartPush (void)
void StartClimbLadder (void)
void StartUseAnim (void)
void StartLoopUseAnim (void)
void SetupUseObject (void)
void StartUseObject (Event *ev)
void FinishUseObject (Event *ev)
void FinishUseAnim (Event *ev)
void Turn (Event *ev)
void TurnUpdate (Event *ev)
void TurnLegs (Event *ev)
 CLASS_PROTOTYPE (Player)
void Init (void)
void InitSound (void)
void InitEdict (void)
void InitClient (void)
void InitPhysics (void)
void InitPowerups (void)
void InitWorldEffects (void)
void InitMaxAmmo (void)
void InitWeapons (void)
void InitView (void)
void InitModel (void)
void InitState (void)
void InitHealth (void)
void InitInventory (void)
void InitDeathmatch (void)
void InitStats (void)
bool QueryLandminesAllowed () const
void EnsurePlayerHasAllowedWeapons ()
void EquipWeapons ()
void EquipWeapons_ver8 ()
void ChooseSpawnPoint (void)
void EndLevel (Event *ev)
void Respawn (Event *ev)
void SetDeltaAngles (void) override
void setAngles (Vector ang) override
void SetViewangles (Event *ev)
void GetViewangles (Event *ev)
void DoUse (Event *ev)
void Obituary (Entity *attacker, Entity *inflictor, int meansofdeath, int iLocation)
void Killed (Event *ev) override
void Dead (Event *ev)
void Pain (Event *ev)
void AttachToLadder (Event *ev)
void UnattachFromLadder (Event *ev)
void TweakLadderPos (Event *ev)
void EnsureOverLadder (Event *ev)
void EnsureForwardOffLadder (Event *ev)
void TouchStuff (pmove_t *pm)
void EventForceLandmineMeasure (Event *ev) override
str GetCurrentDMWeaponType () const
void GetMoveInfo (pmove_t *pm)
void SetMoveInfo (pmove_t *pm, usercmd_t *ucmd)
pmtype_t GetMovePlayerMoveType (void)
void ClientMove (usercmd_t *ucmd)
void VehicleMove (usercmd_t *ucmd)
void TurretMove (usercmd_t *ucmd)
void CheckMoveFlags (void)
void ClientInactivityTimer (void)
void ClientThink (void) override
void UpdateEnemies (void)
void InitLegsStateTable (void)
void InitTorsoStateTable (void)
void LoadStateTable (void)
void ResetState (Event *ev)
void EvaluateState (State *forceTorso=NULL, State *forceLegs=NULL)
void CheckGround (void) override
void UpdateViewAngles (usercmd_t *cmd)
qboolean AnimMove (Vector &move, Vector *endpos=NULL)
qboolean TestMove (Vector &pos, Vector *endpos=NULL)
qboolean CheckMove (Vector &move, Vector *endpos=NULL)
float CheckMoveDist (Vector &delta)
float TestMoveDist (Vector &pos)
void EndAnim_Legs (Event *ev)
void EndAnim_Torso (Event *ev)
void EndAnim_Pain (Event *ev)
void SetPartAnim (const char *anim, bodypart_t slot=legs)
void StopPartAnimating (bodypart_t part)
void PausePartAnim (bodypart_t part)
int CurrentPartAnim (bodypart_t part) const
void AdjustAnimBlends (void)
void PlayerAnimDelta (float *vDelta)
void TouchedUseAnim (Entity *ent)
void SelectPreviousItem (Event *ev)
void SelectNextItem (Event *ev)
void SelectPreviousWeapon (Event *ev)
void SelectNextWeapon (Event *ev)
void DropCurrentWeapon (Event *ev)
void PlayerReload (Event *ev)
void EventCorrectWeaponAttachments (Event *ev)
void GiveCheat (Event *ev)
void GiveWeaponCheat (Event *ev)
void GiveAllCheat (Event *ev)
void GiveNewWeaponsCheat (Event *ev)
void GodCheat (Event *ev)
void FullHeal (Event *ev)
void NoTargetCheat (Event *ev)
void NoclipCheat (Event *ev)
void Kill (Event *ev)
void SpawnEntity (Event *ev)
void SpawnActor (Event *ev)
void ListInventoryEvent (Event *ev)
void EventGetIsEscaping (Event *ev)
void EventJailEscapeStop (Event *ev)
void EventJailAssistEscape (Event *ev)
void EventJailEscape (Event *ev)
void EventTeleport (Event *ev)
void EventFace (Event *ev)
void EventCoord (Event *ev)
void EventTestAnim (Event *ev)
void GameVersion (Event *ev)
void EventSetSelectedFov (Event *ev)
void SetSelectedFov (float newFov)
void GetPlayerView (Vector *pos, Vector *angle)
float CalcRoll (void)
void WorldEffects (void)
void AddBlend (float r, float g, float b, float a)
void CalcBlend (void) override
void DamageFeedback (void)
void CopyStats (Player *player)
void UpdateStats (void)
void UpdateMusic (void)
void UpdateReverb (void)
void UpdateMisc (void)
void SetReverb (str type, float level)
void SetReverb (int type, float level)
void SetReverb (Event *ev)
CameraCurrentCamera (void)
void SetCamera (Camera *ent, float switchTime)
void CameraCut (void)
void CameraCut (Camera *ent)
void SetPlayerView (Camera *camera, Vector position, float cameraoffset, Vector ang, Vector vel, float camerablend[4], float camerafov)
void SetupView (void)
void ProcessPmoveEvents (int event)
void PlayerAngles (void)
void FinishMove (void)
void EndFrame (void) override
void TestThread (Event *ev)
Vector EyePosition (void) override
Vector GunTarget (bool bNoCollision, const vec3_t position, const vec3_t forward) override
void GotKill (Event *ev)
void SetPowerupTimer (Event *ev)
void UpdatePowerupTimer (Event *ev)
void WhatIs (Event *ev)
void ActorInfo (Event *ev)
void Taunt (Event *ev)
void ChangeMusic (const char *current, const char *fallback, qboolean force)
void ChangeMusicVolume (float volume, float fade_time)
void RestoreMusicVolume (float fade_time)
void Archive (Archiver &arc) override
void ArchivePersistantData (Archiver &arc)
void KillEnt (Event *ev)
void RemoveEnt (Event *ev)
void KillClass (Event *ev)
void RemoveClass (Event *ev)
void addOrigin (Vector org) override
void Jump (Event *ev)
void JumpXY (Event *ev)
void SetViewAngles (Vector angles) override
void SetTargetViewAngles (Vector angles) override
Vector GetViewAngles (void) override
void SetFov (float newFov)
float GetFov () const
void ToggleZoom (int iZoom)
void ZoomOff (void)
void ZoomOffEvent (Event *ev)
qboolean IsZoomed (void)
void SafeZoomed (Event *ev)
void DumpState (Event *ev)
void ForceLegsState (Event *ev)
void ForceTorsoState (Event *ev)
Vector GetAngleToTarget (Entity *ent, str tag, float yawclamp, float pitchclamp, Vector baseangles)
void AutoAim (void)
void AcquireTarget (void)
void RemoveTarget (Entity *ent_to_remove)
void DebugWeaponTags (int controller_tag, Weapon *weapon, str weapon_tagname)
void NextPainTime (Event *ev)
void SetTakePain (Event *ev)
void SetMouthAngle (Event *ev)
void EnterVehicle (Event *ev)
void ExitVehicle (Event *ev)
void EnterTurret (TurretGun *ent)
void EnterTurret (Event *ev)
void ExitTurret (void)
void ExitTurret (Event *ev)
void Holster (Event *ev)
void HolsterToggle (Event *ev)
void RemoveFromVehiclesAndTurretsInternal (void)
void RemoveFromVehiclesAndTurrets (void)
void WatchActor (Event *ev)
void StopWatchingActor (Event *ev)
painDirection_t Pain_string_to_int (str pain)
Vector GetVAngles (void)
void GetStateAnims (Container< const char * > *c) override
void VelocityModified (void) override
int GetKnockback (int original_knockback, qboolean blocked)
int GetMoveResult (void)
void ReceivedItem (Item *item) override
void RemovedItem (Item *item) override
void AmmoAmountChanged (Ammo *ammo, int inclip=0) override
void WaitForState (Event *ev)
void SkipCinematic (Event *ev)
void SetDamageMultiplier (Event *ev)
void LogStats (Event *ev)
void Loaded (void)
void PlayerShowModel (Event *ev)
void showModel (void) override
void ResetHaveItem (Event *ev)
void ModifyHeight (Event *ev)
void ModifyHeightFloat (Event *ev)
void SetMovePosFlags (Event *ev)
void GetPositionForScript (Event *ev)
void GetMovementForScript (Event *ev)
void EventStuffText (Event *ev)
void EventSetVoiceType (Event *ev)
void GetTeamDialogPrefix (str &outPrefix)
void PlayInstantMessageSound (const char *name)
void EventDMMessage (Event *ev)
str GetBattleLanguageCondition () const
str GetBattleLanguageDirection () const
str GetBattleLanguageLocation () const
str GetBattleLanguageLocalFolks ()
str GetBattleLanguageWeapon () const
str GetBattleLanguageDistance () const
str GetBattleLanguageDistanceMeters (float dist) const
str GetBattleLanguageDistanceFeet (float dist) const
str GetBattleLanguageTarget () const
str TranslateBattleLanguageTokens (const char *string)
void EventIPrint (Event *ev)
void EventGetUseHeld (Event *ev)
void EventGetFireHeld (Event *ev)
void EventGetPrimaryFireHeld (Event *ev)
void EventGetSecondaryFireHeld (Event *ev)
void Score (Event *ev)
void Join_DM_Team (Event *ev)
void Auto_Join_DM_Team (Event *ev)
void Leave_DM_Team (Event *ev)
teamtype_t GetTeam () const
void SetTeam (teamtype_t team)
bool IsSpectator (void)
void BeginFight (void)
void EndFight (void)
void Spectator (void)
void Spectator (Event *ev)
void SetPlayerSpectate (bool bNext)
void SetPlayerSpectateRandom (void)
bool IsValidSpectatePlayer (Player *pPlayer)
void GetSpectateFollowOrientation (Player *pPlayer, Vector &vPos, Vector &vAng)
void UpdateStatus (const char *s)
void SetDM_Team (DM_Team *team)
DM_TeamGetDM_Team ()
void WarpToPoint (Entity *spawnpoint)
void ArmorDamage (Event *ev) override
void HUDPrint (const char *s)
void Disconnect (void)
int GetNumKills () const
int GetNumDeaths () const
void AddKills (int num)
void AddDeaths (int num)
void CallVote (Event *ev)
void Vote (Event *ev)
void RetrieveVoteOptions (Event *ev)
void EventPrimaryDMWeapon (Event *ev)
void EventSecondaryDMWeapon (Event *ev)
void ResetScore ()
void DeadBody (Event *ev)
void Gib ()
void WonMatch (void)
void LostMatch (void)
int GetMatchesWon () const
int GetMatchesLost () const
void GetIsSpectator (Event *ev)
void EventSetInJail (Event *ev)
bool IsInJail () const
void EventGetInJail (Event *ev)
void GetNationalityPrefix (Event *ev)
void GetIsDisguised (Event *ev)
void GetHasDisguise (Event *ev)
void SetHasDisguise (Event *ev)
void SetObjectiveCount (Event *ev)
void EventDMDeathDrop (Event *ev)
void EventStopwatch (Event *ev)
void KilledPlayerInDeathmatch (Player *killed, meansOfDeath_t meansofdeath)
void SetStopwatch (int iDuration, stopWatchType_t type=SWT_NORMAL)
void BeginTempSpectator (void)
void EndSpectator (void)
PlayerStartGetLastSpawnpoint () const
void Stats (Event *ev)
void ArmWithWeapons (Event *ev)
void EventGetCurrentDMWeaponType (Event *ev)
void PhysicsOn (Event *ev)
void PhysicsOff (Event *ev)
void Think () override
bool IsReady (void) const
void EventGetReady (Event *ev)
void EventSetReady (Event *ev)
void EventSetNotReady (Event *ev)
void EventGetDMTeam (Event *ev)
void EventGetNetName (Event *ev)
void EventSetViewModelAnim (Event *ev)
void EventEnterIntermission (Event *ev)
void EventSetPerferredWeapon (Event *ev)
bool BlocksAIMovement ()
void TickSprint ()
float GetRunSpeed () const
void FireWeapon (int number, firemode_t mode) override
void SetInvulnerable ()
void TickInvulnerable ()
void SetVulnerable ()
bool IsInvulnerable ()
void CancelInvulnerable ()
void InitInvulnerable ()
void TickTeamSpawn ()
bool ShouldForceSpectatorOnDeath () const
bool HasVehicle () const override
void setContentsSolid () override
void UserSelectWeapon (bool bWait)
void PickWeaponEvent (Event *ev)
bool AllowTeamRespawn () const
void EventUseWeaponClass (Event *ev) override
void EventAddKills (Event *ev)
bool CanKnockback (float minHealth) const
void EventKillAxis (Event *ev)
void EventGetTurret (Event *ev)
void EventGetVehicle (Event *ev)
void FindAlias (str &output, str name, AliasListNode_t **node)
bool HasVotedYes () const
bool HasVotedNo () const
void ResetClient ()
qboolean CheckCanSwitchTeam (teamtype_t team)
qboolean ViewModelAnim (str anim, qboolean force_restart, qboolean bFullAnim)
virtual void Spawned (void)
void RemoveOwnedProjectiles ()
void AddDeaths (Event *ev)
void AdminRights (Event *ev)
void BindWeap (Event *ev)
void Dive (Event *ev)
void EventSetTeam (Event *ev)
void FreezeControls (Event *ev)
void GetConnState (Event *ev)
void GetDamageMultiplier (Event *ev)
void GetKills (Event *ev)
void GetDeaths (Event *ev)
void GetKillHandler (Event *ev)
void GetMoveSpeedScale (Event *ev)
void GetLegsState (Event *ev)
void GetStateFile (Event *ev)
void GetTorsoState (Event *ev)
void GetUserInfo (Event *ev)
void Inventory (Event *ev)
void InventorySet (Event *ev)
void IsAdmin (Event *ev)
void JoinDMTeamReal (Event *ev)
void JoinDMTeam (Event *ev)
void LeanLeftHeld (Event *ev)
void LeanRightHeld (Event *ev)
void PlayLocalSound (Event *ev)
void RunHeld (Event *ev)
void SecFireHeld (Event *ev)
void SetAnimSpeed (Event *ev)
void SetKillHandler (Event *ev)
void SetSpeed (Event *ev)
void SetStateFile (Event *ev)
void HideEntity (Event *ev)
void ShowEntity (Event *ev)
void StopLocalSound (Event *ev)
void Userinfo (Event *ev)
bool IsPrimaryWeaponValid () const
void PostAnimate () override
void Postthink () override
void GibEvent (Event *ev)
qboolean canUse ()
qboolean canUse (Entity *entity, bool requiresLookAt)
int getUseableEntities (int *touch, int maxcount, bool requiresLookAt=true)
Public Member Functions inherited from Sentient
 CLASS_PROTOTYPE (Sentient)
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
virtual Vector GunPosition (void)
void ReloadWeapon (Event *ev)
void FireWeapon (Event *ev)
void StopFireWeapon (Event *ev)
void ChargeWeapon (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 Archive (Archiver &arc) override
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)
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)
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)
virtual bool IsDisabled () const
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)
Event * AnimDoneEvent (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 Archive (Archiver &arc) override
virtual void AnimFinished (int slot=0)
void PreAnimate (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)
virtual void DumpAnimInfo ()
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)
virtual void ShowInfo (float fDot, float fDist)
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, const 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)
virtual qboolean setModel (void)
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)
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)
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)
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 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 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)
void SurfaceModelEvent (Event *ev)
void SurfaceCommand (const char *surf_name, const char *token)
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)
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)
void Archive (Archiver &arc) override
virtual bool AutoArchiveModel (void)
virtual void PathnodeClaimRevoked (class PathNode *node)
void SetHealth (Event *ev)
void GetHealth (Event *ev)
void EventSetMaxHealth (Event *ev)
void EventGetMaxHealth (Event *ev)
void EventSetHealthOnly (Event *ev)
void GetYaw (Event *ev)
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 str & Target ()
qboolean Targeted (void)
str & TargetName ()
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 Attributes

MulticastDelegate< void(const str &text)> delegate_stufftext
MulticastDelegate< void()> delegate_spawned
int m_iNumObjectives
int m_iObjectivesCompleted
str m_sPerferredWeaponOverride
float m_fHealRate
Vector m_vViewPos
Vector m_vViewAng
Vector mvTrail [MAX_TRAILS]
Vector mvTrailEyes [MAX_TRAILS]
int mCurTrailOrigin
int mLastTrailTime
int m_iNumHitsTaken
int m_iNumEnemiesKilled
int m_iNumObjectsDestroyed
int m_iNumShotsFired
int m_iNumHits
int m_iNumHeadShots
int m_iNumTorsoShots
int m_iNumLeftLegShots
int m_iNumRightLegShots
int m_iNumGroinShots
int m_iNumLeftArmShots
int m_iNumRightArmShots
float m_fLastSprintTime
bool m_bHasJumped
float m_fLastInvulnerableTime
int m_iInvulnerableTimeRemaining
float m_fInvulnerableTimeElapsed
float m_fSpawnTimeLeft
bool m_bRespawnWhenReady
bool m_bReadyToRespawn
str m_sStateFile
bool m_bFrozen
float speed_multiplier [MAX_SPEED_MULTIPLIERS]
ScriptThreadLabel m_killedLabel
bool m_bConnected
str m_lastcommand
VoteUploadvoteUpload
GT2Bool used
V2f position
float rotation
int motion
int turning
char nick [MAX_NICK]
int score
GT2Bool dead
float roll
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_t * edict
gclient_t * client
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_t * groundentity
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 ScriptDelegate scriptDelegate_connected
static ScriptDelegate scriptDelegate_disconnecting
static ScriptDelegate scriptDelegate_spawned
static ScriptDelegate scriptDelegate_damage
static ScriptDelegate scriptDelegate_kill
static ScriptDelegate scriptDelegate_textMessage

Friends

class Camera
class Vehicle
class TurretGun
class VehicleTurretGun

Additional Inherited Members

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 EventGiveTargetname (Event *ev)
void EventGerman (Event *ev)
void EventAmerican (Event *ev)
void EventGetTeam (Event *ev)
virtual void ClearEnemies ()
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 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)
void ReleaseFireWeapon (int number, firemode_t mode)
void Link ()
void Unlink ()
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
Event * doneEvents [MAX_FRAMEINFOS]
float animtimes [MAX_FRAMEINFOS]
float frametimes [MAX_FRAMEINFOS]

Member Function Documentation

◆ addOrigin()

void Player::addOrigin ( Vector org)
overridevirtual

Reimplemented from Entity.

◆ AmmoAmountChanged()

void Player::AmmoAmountChanged ( Ammo * ammo,
int inclip = 0 )
overridevirtual

Reimplemented from Sentient.

◆ ArmorDamage()

void Player::ArmorDamage ( Event * ev)
overridevirtual

Reimplemented from Sentient.

◆ BlocksAIMovement()

bool Player::BlocksAIMovement ( void )
virtual

Reimplemented from Entity.

◆ CalcBlend()

void Player::CalcBlend ( void )
overridevirtual

Reimplemented from Entity.

◆ CheckGround()

void Player::CheckGround ( void )
overridevirtual

Reimplemented from Entity.

◆ ClientThink()

void Player::ClientThink ( void )
overridevirtual

Reimplemented from Entity.

◆ EndFrame()

void Player::EndFrame ( void )
overridevirtual

Reimplemented from Entity.

◆ EventForceLandmineMeasure()

void Player::EventForceLandmineMeasure ( Event * ev)
overridevirtual

Reimplemented from Sentient.

◆ EventUseWeaponClass()

void Player::EventUseWeaponClass ( Event * ev)
overridevirtual

Reimplemented from Sentient.

◆ EyePosition()

Vector Player::EyePosition ( void )
overridevirtual

Reimplemented from Sentient.

◆ FireWeapon()

void Player::FireWeapon ( int number,
firemode_t mode )
overridevirtual

Reimplemented from Sentient.

◆ GetStateAnims()

void Player::GetStateAnims ( Container< const char * > * c)
overridevirtual

Reimplemented from Sentient.

◆ GetViewAngles()

Vector Player::GetViewAngles ( void )
inlineoverridevirtual

Reimplemented from Sentient.

◆ GunTarget()

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

Reimplemented from Sentient.

◆ HasVehicle()

bool Player::HasVehicle ( void ) const
overridevirtual

Reimplemented from Entity.

◆ Killed()

void Player::Killed ( Event * ev)
overridevirtual

Reimplemented from Entity.

◆ PostAnimate()

void Player::PostAnimate ( void )
overridevirtual

Reimplemented from Animate.

◆ Postthink()

void Player::Postthink ( void )
overridevirtual

Reimplemented from Entity.

◆ ReceivedItem()

void Player::ReceivedItem ( Item * item)
overridevirtual

Reimplemented from Sentient.

◆ RemovedItem()

void Player::RemovedItem ( Item * item)
overridevirtual

Reimplemented from Sentient.

◆ setAngles()

void Player::setAngles ( Vector ang)
overridevirtual

Reimplemented from Entity.

◆ setContentsSolid()

void Player::setContentsSolid ( void )
overridevirtual

Reimplemented from Entity.

◆ SetDeltaAngles()

void Player::SetDeltaAngles ( void )
overridevirtual

Reimplemented from Entity.

◆ SetTargetViewAngles()

void Player::SetTargetViewAngles ( Vector angles)
overridevirtual

Reimplemented from Sentient.

◆ SetViewAngles()

void Player::SetViewAngles ( Vector angles)
overridevirtual

Reimplemented from Sentient.

◆ showModel()

void Player::showModel ( void )
overridevirtual

Reimplemented from Entity.

◆ Think()

void Player::Think ( void )
overridevirtual

Reimplemented from Entity.

◆ VelocityModified()

void Player::VelocityModified ( void )
overridevirtual

Reimplemented from Entity.


The documentation for this struct was generated from the following files:
  • code/fgame/player.h
  • code/gamespy/gt2/gt2action/gt2aClient.h
  • code/fgame/player.cpp
  • code/fgame/player_animation.cpp
  • code/fgame/player_combat.cpp
  • code/fgame/player_conditionals.cpp
  • code/fgame/player_util.cpp