UFO: Alien Invasion
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#include <g_edict.h>
Inherited by Actor.
Public Member Functions | |
void | init (int idx) |
void | setPlayerNum (int num) |
void | setTeam (int team_) |
void | setChild (Edict *child) |
void | nativeReset () |
void | setActive () |
void | toggleActive () |
void | resetContainer (const containerIndex_t idx) |
void | setFloor (const Edict *other) |
void | resetFloor () |
void | calcOrigin () |
Calculate the edict's origin vector from it's grid position. More... | |
void | setOrigin (const pos3_t newPos) |
Set the edict's pos and origin vector to the given grid position. More... | |
int | getIdNum () const |
int | getPlayerNum () const |
Edict * | child () |
Edict * | owner () |
Item * | getContainer (const containerIndex_t idx) const |
Item * | getArmour () const |
Item * | getRightHandItem () const |
Item * | getLeftHandItem () const |
Item * | getHandItem (actorHands_t hand) const |
Item * | getFloor () const |
Player & | getPlayer () const |
int | getTeam () const |
bool | isSameAs (const Edict *other) const |
bool | isSameTeamAs (const Edict *other) const |
bool | isSamePosAs (const pos3_t cmpPos) |
Check whether the edict is on the given position. More... | |
bool | isOpponent (const Actor *actor) const |
Check if given actor is an enemy. More... | |
void | setStun (int stu) |
void | addStun (int stu) |
int | getStun () const |
void | setMorale (int mor) |
void | setTus (int tus) |
int | getTus () const |
void | setTouch (bool(*touch_)(Edict *self, Edict *activator)) |
bool | hasTouch () const |
bool | callTouch (Edict *activator) |
int | getReservedTUs () const |
Calculates the amount of all currently reserved TUs. More... | |
Protected Attributes | |
int | team |
int | pnum |
unsigned int | body |
unsigned int | head |
bool | inRescueZone |
Definition at line 305 of file g_edict.h.
Referenced by G_Damage(), G_UpdateStunState(), and Touch_HurtTrigger().
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Calculate the edict's origin vector from it's grid position.
Definition at line 216 of file g_edict.h.
References gi.
Referenced by AI_FighterCalcActionScore(), AI_FindHerdLocation(), AI_FindHidingLocation(), AIL_positionflee(), G_Actor2x2Spawn(), G_ActorFall(), G_ActorSpawn(), G_ClientMove(), G_SpawnEntities(), G_SpawnField(), G_SpawnFieldPart(), G_SpawnFloor(), setOrigin(), and SP_civilian_target().
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Definition at line 329 of file g_edict.h.
References _touch.
Referenced by G_TouchEdicts(), G_TouchSolids(), and G_TouchTriggers().
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Definition at line 237 of file g_edict.h.
References _child.
Referenced by Destroy_Breakable(), and setChild().
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Definition at line 246 of file g_edict.h.
References Inventory::getArmour(), and character_s::inv.
Referenced by G_ApplyProtection().
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Definition at line 243 of file g_edict.h.
References Inventory::getContainer2(), and character_s::inv.
Referenced by AI_TryToReloadWeapon(), G_ActorReload(), G_ClientCanReload(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), and GAMETEST_GetItemCount().
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Definition at line 262 of file g_edict.h.
References Inventory::getFloorContainer(), and character_s::inv.
Referenced by AIL_findweapons(), G_ActorInvMove(), G_MissionThink(), setFloor(), and TEST_F().
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Definition at line 255 of file g_edict.h.
References ACTOR_HAND_LEFT, ACTOR_HAND_RIGHT, Inventory::getLeftHandContainer(), Inventory::getRightHandContainer(), and character_s::inv.
Referenced by ReactionFire::canReact(), G_ActorGetTUForReactionFire(), G_ActorHasWorkingFireModeSet(), G_ReactionFireSettingsSetDefault(), and ReactionFire::getFireDef().
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Definition at line 231 of file g_edict.h.
References number.
Referenced by ReactionFire::canReact(), ReactionFireTargets::create(), ReactionFireTargets::find(), G_ActorSetMaxs(), G_ClientReadInventory(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorDie(), G_EventActorFall(), G_EventActorRevitalise(), G_EventActorSendReservations(), G_EventActorStateChange(), G_EventActorStats(), G_EventActorTurn(), G_EventActorWound(), G_EventAddBrushModel(), G_EventCameraAppear(), G_EventDestroyEdict(), G_EventDoorClose(), G_EventDoorOpen(), G_EventEdictAppear(), G_EventEdictPerish(), G_EventEndShoot(), G_EventInventoryAdd(), G_EventInventoryAmmo(), G_EventInventoryDelete(), G_EventInventoryReload(), G_EventModelExplode(), G_EventModelExplodeTriggered(), G_EventReactionFireAbortShot(), G_EventReactionFireAddTarget(), G_EventReactionFireChange(), G_EventReactionFireRemoveTarget(), G_EventReactionFireTargetUpdate(), G_EventResetClientAction(), G_EventSendEdict(), G_EventSendParticle(), G_EventSendState(), G_EventSetClientAction(), G_EventShoot(), G_EventShootHidden(), G_EventSpawnFootstepSound(), G_EventSpawnSound(), G_EventStartShoot(), G_InventoryToFloor(), G_MissionThink(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopPanic(), G_MoraleStopRage(), G_PrintActorStats(), G_SpawnAIPlayer(), G_WriteStep(), and isSameAs().
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Definition at line 252 of file g_edict.h.
References Inventory::getLeftHandContainer(), and character_s::inv.
Referenced by actorL_isarmed(), actorL_throwgrenade(), AI_ActorThink(), AI_GetItemForShootType(), AI_HideNeeded(), AI_IsHandForForShootTypeFree(), AIL_roundsleft(), AIL_tusforshooting(), AIL_weapontype(), G_ClientShoot(), G_EventActorAppear(), G_MoralePanic(), G_PrepareShot(), and ReactionFire::shoot().
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Definition at line 265 of file g_edict.h.
References game, game_locals_s::players, and pnum.
Referenced by AI_CalcShotDamage(), G_ActorDieOrStun(), G_ActorInvMove(), G_ActorMoveLength(), G_ActorUseDoor(), G_EventActorSendReservations(), G_EventActorWound(), G_EventReactionFireAbortShot(), G_EventReactionFireAddTarget(), G_EventReactionFireChange(), G_EventReactionFireRemoveTarget(), G_EventReactionFireTargetUpdate(), G_EventResetClientAction(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_ReactionFireCanBeEnabled(), G_ReactionFireSettingsUpdate(), G_ThinkActorGoCrouch(), Message_Use(), ReactionFire::shoot(), Touch_HurtTrigger(), and Touch_NextMapTrigger().
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Definition at line 234 of file g_edict.h.
References pnum.
Referenced by AIL_select(), AIL_squad(), G_ActionCheck(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorDie(), G_PlayerSoldiersCount(), and G_PrintActorStats().
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Calculates the amount of all currently reserved TUs.
Definition at line 336 of file g_edict.h.
References chrReservations_s::crouch, chrReservations_s::reaction, character_s::reservedTus, and chrReservations_s::shot.
Referenced by G_ActorInvMove(), G_ActorUsableTUs(), and Actor::getUsableTUs().
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Definition at line 249 of file g_edict.h.
References Inventory::getRightHandContainer(), and character_s::inv.
Referenced by actorL_isarmed(), actorL_throwgrenade(), AI_ActorThink(), AI_GetItemForShootType(), AI_HideNeeded(), AI_IsHandForForShootTypeFree(), AIL_roundsleft(), AIL_tusforshooting(), AIL_weapontype(), G_ActorReload(), G_ClientCanReload(), G_EventActorAppear(), G_MoralePanic(), G_PrepareShot(), and ReactionFire::shoot().
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Definition at line 308 of file g_edict.h.
References _STUN.
Referenced by G_ActorCheckRevitalise(), G_CheckDeathOrKnockout(), G_ClientMove(), G_EventActorStats(), G_SendCharacterData(), G_SendStats(), G_TreatActor(), and G_UpdateStunState().
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Definition at line 269 of file g_edict.h.
References team.
Referenced by actorL_team(), AI_ActorThink(), AI_CheckFF(), AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_FindHerdLocation(), AI_GetHidingTeam(), AI_IsExposed(), AI_PlayerRun(), AI_TurnIntoDirection(), AIL_InitActor(), AIL_missiontargets(), AIL_positionshoot(), AIL_see(), AIL_waypoints(), ReactionFire::canSee(), Door_Use(), G_ActionCheck(), G_Actor2x2Spawn(), G_ActorDieOrStun(), G_ActorDoTurn(), G_ActorInvMove(), G_ActorModifyCounters(), G_ActorRevitalise(), G_ActorShouldStopInMidMove(), G_ActorSpawn(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_ClientTeamInfo(), G_Damage(), G_EdictsGetActorByUCN(), G_EdictsGetNextLivingActorOfTeam(), G_EventActorAdd(), G_EventActorAppear(), G_EventCameraAppear(), G_EventSendState(), G_EventSetClientAction(), G_GetClosePlayerMask(), G_MatchEndTrigger(), G_MatchSendResults(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), G_Morale(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_SendInvisible(), G_SendPlayerStats(), G_SendStats(), G_ShootSingle(), G_SpawnAIPlayer(), G_SplashDamage(), G_TreatActor(), G_UpdateCharacterBodycount(), G_UpdateHitScore(), G_UpdateShotMock(), G_Vis(), G_VisMakeEverythingVisible(), ReactionFire::isEnemy(), isOpponent(), isSameTeamAs(), SP_2x2_start(), SP_misc_mission(), SP_player_start(), and TEST_F().
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Definition at line 318 of file g_edict.h.
References TU.
Referenced by AI_CivilianCalcActionScore(), AI_PlayerRun(), G_ActionCheckForReaction(), G_ActorInvMove(), G_ActorReserveTUs(), G_ActorUsableTUs(), G_ActorUseTU(), G_ClientInitActorStates(), G_ClientShoot(), and Actor::getUsableTUs().
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Definition at line 324 of file g_edict.h.
References _touch.
Referenced by G_TouchEdicts(), G_TouchSolids(), and G_TouchTriggers().
only used by camera
Definition at line 339 of file g_edicts.cpp.
References _child, _owner, _STUN, _touch, absBox, active, ACTOR_SIZE_INVALID, AI, angle, angles, body, camera, chr, classname, clientAction, contentFlags, count, description, destroy, dir, dmg, dmgtype, doorState, AABB::EMPTY, entBox, ET_NULL, fieldSize, flags, forbiddenListPos, forbiddenListSize, frame, group, groupChain, groupMaster, head, hiding, HP, character_s::init(), inRescueZone, inuse, item, link, linkcount, mapNum, MAT_GLASS, material, message, model, modelindex, morale, moveinfo, nextmap, nextthink, noise, number, OBJZERO, particle, particleLink, pnum, pos, radius, reset, solid, SOLID_NOT, sounds, spawnflags, speed, state, target, targetname, team, think, time, touchedList, TU, type, use, VectorClear, and visflags.
Referenced by nativeReset().
bool Edict::isOpponent | ( | const Actor * | actor | ) | const |
Check if given actor is an enemy.
[in] | actor | The actor that makes the check. |
true
if enemies. false
otherwise Definition at line 383 of file g_edicts.cpp.
References G_IsAlien, G_IsCivilian, G_IsState, getTeam(), isSameTeamAs(), Actor::isState(), STATE_XVI, TEAM_ALIEN, and TEAM_CIVILIAN.
Referenced by AI_IsHostile().
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Definition at line 275 of file g_edict.h.
References getIdNum().
Referenced by AI_CheckFF(), and G_UpdateShotMock().
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Check whether the edict is on the given position.
cmpPos | The grid position to compare to |
Definition at line 286 of file g_edict.h.
References VectorCompare.
Referenced by AI_CheckPosition(), AI_FighterCalcActionScore(), AI_PrepBestAction(), AIL_positionapproach(), G_ClientShoot(), G_ShootSingle(), G_ShotMorale(), and pos3L_goto().
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Definition at line 278 of file g_edict.h.
References getTeam().
Referenced by AI_CheckCrouch(), AI_CheckUsingDoor(), AI_FighterCalcActionScore(), AI_PanicCalcActionScore(), AIL_positionflee(), G_Damage(), G_Morale(), G_PrintActorStats(), G_ShootGrenade(), G_ShootSingle(), G_ShotMorale(), G_UpdateHitScore(), G_UpdateShotMock(), ReactionFire::isEnemy(), isOpponent(), and Touch_NextMapTrigger().
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Definition at line 195 of file g_edict.h.
References init().
Referenced by ED_ParseEdict(), and G_FreeEdict().
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Definition at line 240 of file g_edict.h.
References _owner.
Referenced by Reset_DoorTrigger(), Touch_DoorTrigger(), and Touch_TouchTrigger().
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Definition at line 204 of file g_edict.h.
References character_s::inv, and Inventory::resetContainer().
Referenced by G_InventoryToFloor().
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Definition at line 210 of file g_edict.h.
References character_s::inv, and Inventory::setFloorContainer().
Referenced by G_ActorDieOrStun(), G_ClientMove(), and G_GetFloorItems().
Definition at line 192 of file g_edict.h.
References child().
Referenced by SP_func_door(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_trigger_touch().
Definition at line 207 of file g_edict.h.
References getFloor(), character_s::inv, and Inventory::setFloorContainer().
Referenced by G_ActorInvMove(), G_GetFloorItems(), and G_InventoryToFloor().
Definition at line 311 of file g_edict.h.
Referenced by AI_SetStats(), G_ClientAssignDefaultActorValues(), G_ClientGetFreeSpawnPointForActorSize(), G_Morale(), and G_TreatActor().
Set the edict's pos and origin vector to the given grid position.
newPos | The new grid position |
Definition at line 223 of file g_edict.h.
References calcOrigin(), and VectorCopy.
Referenced by AI_CheckForMissionTargets(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_PanicCalcActionScore(), AIL_positionflee(), AIL_positionherd(), AIL_positionhide(), AIL_positionmission(), and AIL_positionshoot().
Definition at line 186 of file g_edict.h.
Referenced by G_ClientGetFreeSpawnPointForActorSize().
Definition at line 302 of file g_edict.h.
Referenced by AI_SetStats(), G_SendStats(), G_TreatActor(), and G_UpdateStunState().
Definition at line 189 of file g_edict.h.
Referenced by ED_ParseField(), G_SpawnField(), SP_2x2_start(), SP_alien_start(), SP_civilian_start(), SP_civilian_target(), SP_human_start(), and SP_misc_mission().
Definition at line 321 of file g_edict.h.
References _touch.
Referenced by SP_func_breakable(), SP_func_door(), SP_misc_fire(), SP_misc_mission(), SP_misc_smoke(), SP_misc_smokestun(), SP_trigger_hurt(), SP_trigger_rescue(), and SP_trigger_touch().
Definition at line 315 of file g_edict.h.
Referenced by G_ActorSetTU().
Edict* Edict::_child |
Edict* Edict::_owner |
e.g. the door model in case of func_door
Definition at line 65 of file g_edict.h.
Referenced by G_TriggerSpawn(), init(), and owner().
int Edict::_STUN |
function to call when triggered - this function should only return true when there is a client action associated with it
Definition at line 146 of file g_edict.h.
Referenced by callTouch(), hasTouch(), init(), and setTouch().
AABB Edict::absBox |
position of min and max points - relative to world's origin
Definition at line 61 of file g_edict.h.
Referenced by G_BuildForbiddenListForEntity(), G_DamageActor(), G_EventSendEdict(), G_GetTouchingEdicts(), G_SmokeVis(), G_SplashDamage(), G_TeamPointVis(), G_TouchEdicts(), G_TouchSolids(), G_TouchTriggers(), G_TriggerSpawn(), and init().
bool Edict::active |
Definition at line 177 of file g_edict.h.
Referenced by ED_ParseField(), and init().
AI_t Edict::AI |
The character's artificial intelligence
Definition at line 171 of file g_edict.h.
Referenced by AIL_ActorThink(), AIL_class(), AIL_InitActor(), and init().
float Edict::angle |
entity yaw - (0-360 degree) set via mapeditor - sometimes used for movement direction, then -1=up; -2=down is used additionally
Definition at line 120 of file g_edict.h.
Referenced by ED_ParseField(), G_Actor2x2Spawn(), G_ActorSpawn(), G_EventAddBrushModel(), init(), and SP_misc_camera().
vec3_t Edict::angles |
the rotation in the world (pitch, yaw, roll)
Definition at line 54 of file g_edict.h.
Referenced by Door_Use(), ED_ParseField(), G_EventAddBrushModel(), and init().
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the model indices
Definition at line 99 of file g_edict.h.
Referenced by Actor::getBody(), and init().
camera_edict_data_t Edict::camera |
Definition at line 134 of file g_edict.h.
Referenced by G_EventCameraAppear(), G_FrustumVis(), G_InitCamera(), and init().
character_t Edict::chr |
here are the character values
Definition at line 116 of file g_edict.h.
Referenced by actorL_isinjured(), actorL_tostring(), AI_CivilianCalcActionScore(), AI_FindBestFiredef(), AI_InitPlayer(), AI_SearchGrenade(), AI_SetCharacterValues(), AI_SetEquipment(), AI_SetStats(), AI_TryToReloadWeapon(), AIL_InitActor(), AIL_isfighter(), ReactionFire::canReact(), G_ActorCalculateMaxTU(), G_ActorGetInjuryPenalty(), G_ActorGetTUForReactionFire(), G_ActorHasEnoughTUsReactionFire(), G_ActorHasWorkingFireModeSet(), G_ActorInvMove(), G_ActorReload(), G_ActorReserveTUs(), G_ActorRevitalise(), G_ActorSetMaxs(), G_AddItemToFloor(), G_ApplyProtection(), G_BleedWounds(), G_CalcEffectiveSpread(), G_CheckDeathOrKnockout(), G_ClientAction(), G_ClientAssignDefaultActorValues(), G_ClientCanReload(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientGetWeaponFromInventory(), G_ClientMove(), G_ClientReadCharacter(), G_ClientReadInventory(), G_ClientShoot(), G_ClientStateChange(), G_Damage(), G_DamageActor(), G_EdictsGetActorByUCN(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorSendReservations(), G_EventActorWound(), G_EventReactionFireChange(), G_GetEarnedExperience(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_IsActorWounded(), G_MissionTouch(), G_Morale(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopPanic(), G_MoraleStopRage(), G_PrepareShot(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_ReactionFireSettingsReserveTUs(), G_ReactionFireSettingsSetDefault(), G_ReactionFireSettingsUpdate(), G_SendCharacterData(), G_SendFootstepSound(), G_SendInventory(), G_SendWoundStats(), G_SpawnAIPlayer(), G_SpawnItemOnFloor(), G_SplashDamage(), G_TouchEdicts(), G_TreatActor(), G_UpdateCarriedWeight(), G_UpdateCharacterBodycount(), G_UpdateCharacterExperience(), G_UpdateHitScore(), ReactionFire::getFireDef(), init(), TEST_F(), Touch_HurtTrigger(), and ReactionFire::tryToShoot().
const char* Edict::classname |
Definition at line 67 of file g_edict.h.
Referenced by ED_CallSpawn(), ED_ParseField(), G_Actor2x2Spawn(), G_ActorSpawn(), G_FreeEdict(), G_InitCamera(), G_Spawn(), G_SpawnField(), init(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), SP_trigger_touch(), SP_worldspawn(), and TEST_F().
Edict* Edict::clientAction |
client actions - interact with the world
Definition at line 113 of file g_edict.h.
Referenced by G_ActorSetClientAction(), G_ClientAction(), G_ClientMove(), G_EventSetClientAction(), init(), and Reset_DoorTrigger().
int Edict::contentFlags |
contents flags of the brush the actor is walking in
Definition at line 84 of file g_edict.h.
Referenced by G_ClientTeamInfo(), G_SendFootstepSound(), G_WriteStep(), and init().
int Edict::count |
general purpose 'amount' variable - set via mapeditor often
Definition at line 135 of file g_edict.h.
Referenced by AI_CheckForMissionTargets(), AIL_setwaypoint(), AIL_waypoints(), ED_ParseField(), G_MissionThink(), G_SpawnFieldPart(), init(), and SP_civilian_start().
const char* Edict::description |
misc_mission
Definition at line 131 of file g_edict.h.
Referenced by ED_ParseField(), init(), and SP_misc_mission().
bool(* Edict::destroy)(Edict *self) |
Definition at line 155 of file g_edict.h.
Referenced by G_Damage(), G_InitCamera(), G_MissionUse(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().
byte Edict::dir |
direction the player looks at
Definition at line 86 of file g_edict.h.
Referenced by AIL_positionwander(), Door_SlidingUse(), Door_Use(), ED_ParseField(), G_Actor2x2Spawn(), G_ActorDoTurn(), G_ActorSpawn(), G_ClientMove(), G_ClientShoot(), G_ClientTurn(), G_EventActorAppear(), G_EventActorTurn(), G_EventAddBrushModel(), G_EventCameraAppear(), G_FrustumVis(), G_GetImpactDirection(), G_InitCamera(), init(), SP_func_door(), and SP_func_door_sliding().
int Edict::dmg |
damage done by entity
Definition at line 138 of file g_edict.h.
Referenced by AI_CheckPosition(), ED_ParseField(), G_SpawnFieldPart(), G_TouchTriggers(), init(), and SP_trigger_hurt().
byte Edict::dmgtype |
damage type done by the entity
Definition at line 139 of file g_edict.h.
Referenced by AI_CheckPosition(), init(), SP_misc_fire(), SP_misc_smoke(), SP_misc_smokestun(), SP_trigger_hurt(), and Touch_HurtTrigger().
int Edict::doorState |
open or closed
Definition at line 158 of file g_edict.h.
Referenced by AI_CheckUsingDoor(), Door_SlidingUse(), Door_Use(), init(), SP_func_door(), SP_func_door_sliding(), and TEST_F().
AABB Edict::entBox |
position of min and max points - relative to origin
Definition at line 60 of file g_edict.h.
Referenced by G_Actor2x2Spawn(), G_ActorSetMaxs(), G_ActorSpawn(), G_EventSpawnSound(), G_FindRadius(), G_InitCamera(), G_SpawnField(), G_TriggerSpawn(), init(), SP_2x2_start(), SP_func_breakable(), SP_misc_mission(), and SP_misc_model().
actorSizeEnum_t Edict::fieldSize |
Definition at line 141 of file g_edict.h.
Referenced by ED_ParseField(), G_Actor2x2Spawn(), G_ActorFall(), G_ActorSpawn(), G_BuildForbiddenList(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientShoot(), G_ClientStateChange(), G_ClientTeamInfo(), G_EventActorAdd(), G_EventActorAppear(), G_FindPath(), G_InitCamera(), G_MoveCalcLocal(), G_ShootGrenade(), G_ShootSingle(), G_Spawn(), G_SpawnField(), G_SpawnFloor(), init(), SP_civilian_target(), SP_misc_model(), and TEST_F().
int Edict::flags |
FL_*
Definition at line 169 of file g_edict.h.
Referenced by G_ActorSetClientAction(), G_ActorUseDoor(), G_ClientGetFreeSpawnPointForActorSize(), G_EventSetClientAction(), G_FindEdictGroups(), G_InitCamera(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().
pos3_t* Edict::forbiddenListPos |
this is used for e.g. misc_models with the solid flag set - this will hold a list of grid positions that are blocked by the aabb of the model
Definition at line 173 of file g_edict.h.
Referenced by G_BuildForbiddenList(), G_BuildForbiddenListForEntity(), init(), and TEST_F().
int Edict::forbiddenListSize |
amount of entries in the forbiddenListPos
Definition at line 175 of file g_edict.h.
Referenced by G_BuildForbiddenList(), G_BuildForbiddenListForEntity(), init(), and TEST_F().
int Edict::frame |
frame of the model to show
Definition at line 102 of file g_edict.h.
Referenced by ED_ParseField(), init(), and SP_misc_model().
char* Edict::group |
this can be used to trigger a group of entities e.g. for two-part-doors - set the group to the same string for each door part and they will open both if you open one
Definition at line 104 of file g_edict.h.
Referenced by ED_ParseField(), G_FindEdictGroups(), init(), and SP_misc_mission().
Edict* Edict::groupChain |
flags will have FL_GROUPSLAVE set when the edict is part of a chain, but not the master - you can use the groupChain pointer to get all the edicts in the particular chain - and start out for the one that doesn't have the above mentioned flag set.
Definition at line 167 of file g_edict.h.
Referenced by AI_CheckForMissionTargets(), AIL_waypoints(), G_AddToWayPointList(), G_FindEdictGroups(), G_MissionThink(), G_UseEdict(), and init().
Edict* Edict::groupMaster |
first entry in the list
Definition at line 168 of file g_edict.h.
Referenced by G_ActorUseDoor(), G_FindEdictGroups(), G_MissionThink(), G_UseEdict(), and init().
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Definition at line 100 of file g_edict.h.
Referenced by Actor::getHead(), and init().
bool Edict::hiding |
for ai actors - when they try to hide after they performed their action
Definition at line 142 of file g_edict.h.
Referenced by AI_ActorThink(), AI_CheckUsingDoor(), and init().
int Edict::HP |
remaining healthpoints
Definition at line 89 of file g_edict.h.
Referenced by actorL_HP(), actorL_isinjured(), AI_CheckLineOfFire(), AI_FindBestFiredef(), AI_HideNeeded(), AI_SetStats(), ED_ParseField(), G_ActorCheckRevitalise(), G_ActorDieOrStun(), G_CheckDeathOrKnockout(), G_ClientAssignDefaultActorValues(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_Damage(), G_DamageActor(), G_EventActorStats(), G_MatchSendResults(), G_MissionUse(), G_PrintActorStats(), G_SendCharacterData(), G_SendStats(), G_TakeDamage(), init(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), and TEST_F().
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the actor is standing in a rescue zone if this is true - this means that when the mission is aborted the actor will not die
Definition at line 109 of file g_edict.h.
Referenced by init(), and Actor::isInRescueZone().
bool Edict::inuse |
Definition at line 47 of file g_edict.h.
Referenced by AI_CheckForMissionTargets(), ED_CallSpawn(), G_ActionCheck(), G_CheckVisTeam(), G_ClientShoot(), G_EdictsGetNewEdict(), G_EdictsGetNextInUse(), G_EventDestroyEdict(), G_EventEdictPerish(), G_EventModelExplode(), G_EventModelExplodeTriggered(), G_FreeEdict(), G_ReactionFireCanBeEnabled(), G_Spawn(), G_TouchEdicts(), G_TouchSolids(), G_UpdateShotMock(), G_Vis(), init(), and SP_worldspawn().
const char* Edict::item |
the item id that must be placed to e.g. the func_mission to activate the use function
Definition at line 127 of file g_edict.h.
Referenced by ED_ParseField(), G_MissionThink(), init(), SP_misc_item(), and SP_misc_mission().
const Edict* Edict::link |
can be used to store another edict that e.g. interacts with the current one
Definition at line 80 of file g_edict.h.
Referenced by G_ActorDie(), G_ActorRevitalise(), G_ActorStun(), G_MissionThink(), and init().
int Edict::linkcount |
int Edict::mapNum |
entity number in the map file
Definition at line 73 of file g_edict.h.
Referenced by G_SpawnEntities(), init(), and SP_func_breakable().
edictMaterial_t Edict::material |
material value (e.g. for func_breakable)
Definition at line 133 of file g_edict.h.
Referenced by ED_ParseField(), G_InitCamera(), and init().
const char* Edict::message |
misc_message
Definition at line 130 of file g_edict.h.
Referenced by ED_ParseField(), G_MissionThink(), init(), and SP_misc_message().
const char* Edict::model |
inline model (start with * and is followed by the model number) or misc_model model name (e.g. md2)
Definition at line 74 of file g_edict.h.
Referenced by Door_Use(), ED_ParseField(), G_CompleteRecalcRouting(), G_GenerateEntList(), G_InitCamera(), G_TouchEdicts(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_trigger_touch().
int Edict::modelindex |
inline model index
Definition at line 66 of file g_edict.h.
Referenced by G_EventAddBrushModel(), and init().
int Edict::morale |
the current morale value
Definition at line 91 of file g_edict.h.
Referenced by AI_HideNeeded(), G_EventActorStats(), G_Morale(), G_MoraleBehaviour(), G_MoraleStopPanic(), G_MoraleStopRage(), G_SendCharacterData(), G_SendStats(), G_TreatActor(), Actor::getMorale(), init(), and ReactionFire::isEnemy().
moveinfo_t Edict::moveinfo |
Definition at line 160 of file g_edict.h.
Referenced by ReactionFireTargets::add(), G_ClientMove(), G_EventSpawnFootstepSound(), G_ReactionFireNotifyClientEndMove(), G_WriteStep(), init(), and ReactionFireTargets::remove().
const char* Edict::nextmap |
Definition at line 129 of file g_edict.h.
Referenced by ED_ParseField(), init(), and SP_trigger_nextmap().
float Edict::nextthink |
Definition at line 149 of file g_edict.h.
Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_EdictsThink(), G_MatchEndTrigger(), G_SpawnField(), init(), and SP_misc_mission().
const char* Edict::noise |
sounds - e.g. for func_door
Definition at line 132 of file g_edict.h.
Referenced by Door_Use(), ED_ParseField(), init(), SP_func_door(), and SP_func_door_sliding().
int Edict::number |
the number in the global edict array
Definition at line 51 of file g_edict.h.
Referenced by ReactionFireTargets::add(), G_EdictDuplicate(), G_Spawn(), getIdNum(), init(), and ReactionFireTargets::remove().
vec3_t Edict::origin |
the position in the world
Definition at line 53 of file g_edict.h.
Referenced by actorL_shoot(), actorL_throwgrenade(), AI_CheckCrouch(), AI_CheckFF(), AI_CheckForMissionTargets(), AI_CheckLineOfFire(), AI_CheckUsingDoor(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_FighterCheckShoot(), AI_FindBestFiredef(), AI_FindHerdLocation(), AI_HideNeeded(), AI_PanicCalcActionScore(), AI_PrepBestAction(), AI_SearchDestroyableObject(), AIL_missiontargets(), AIL_positionflee(), AIL_positionherd(), AIL_positionshoot(), AIL_waypoints(), ReactionFire::canSee(), Door_SlidingUse(), Door_Use(), ED_ParseField(), G_ActorGetEyeVector(), G_ActorUseDoor(), G_ActorVis(), G_ClientMove(), G_ClientShoot(), G_ClientTeamInfo(), G_EventAddBrushModel(), G_EventCameraAppear(), G_EventSendParticle(), G_EventSpawnFootstepSound(), G_EventSpawnSound(), G_FindRadius(), G_FrustumVis(), G_GetImpactDirection(), G_InitCamera(), G_Morale(), G_SendFootstepSound(), G_ShotMorale(), G_SmokeVis(), G_SpawnEntities(), G_SpawnField(), G_SpawnParticle(), G_SplashDamage(), G_TeamPointVis(), G_Vis(), ReactionFire::isInWeaponRange(), pos3L_distance(), and SP_func_breakable().
const char* Edict::particle |
Definition at line 128 of file g_edict.h.
Referenced by ED_ParseField(), G_EventSendParticle(), G_SpawnField(), G_SpawnFieldPart(), G_SpawnParticle(), init(), and SP_trigger_nextmap().
Edict* Edict::particleLink |
only used locally in game, not by server
Definition at line 79 of file g_edict.h.
Referenced by G_SpawnField(), and init().
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the actual player slot
Definition at line 97 of file g_edict.h.
Referenced by G_ClientDisconnect(), getPlayer(), getPlayerNum(), and init().
pos3_t Edict::pos |
the position on the grid
UNIT_SIZE
Definition at line 55 of file g_edict.h.
Referenced by actorL_pos(), actorL_shoot(), actorL_throwgrenade(), AI_ActorThink(), AI_CalcShotDamage(), AI_CheckForMissionTargets(), AI_CheckLineOfFire(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_FindHerdLocation(), AI_FindHidingLocation(), AI_FindMissionLocation(), AI_PanicCalcActionScore(), AI_PrepBestAction(), AIL_findweapons(), AIL_missiontargets(), AIL_positionapproach(), AIL_positionflee(), AIL_positionherd(), AIL_positionhide(), AIL_positionmission(), AIL_positionshoot(), AIL_positionwander(), AIL_see(), AIL_waypoints(), G_Actor2x2Spawn(), G_ActorCheckRevitalise(), G_ActorFall(), G_ActorInvMove(), G_ActorShouldStopInMidMove(), G_ActorSpawn(), G_BuildForbiddenList(), G_ClientGetFreeSpawnPoint(), G_ClientMove(), G_ClientShoot(), G_ClientStateChange(), G_EdictsGetLivingActorFromPos(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorFall(), G_EventCenterView(), G_EventEdictAppear(), G_EventEnd(), G_EventStartShoot(), G_GetEdictFromPos(), G_GetEdictFromPosExcluding(), G_GetFloorItems(), G_InitCamera(), G_InventoryToFloor(), G_MissionThink(), G_SpawnEntities(), G_SpawnFieldPart(), G_SpawnFloor(), G_SpawnParticle(), G_Vis(), init(), pos3L_distance(), pos3L_goto(), SP_civilian_target(), SP_misc_item(), TEST_F(), and ReactionFire::tryToShoot().
int Edict::radius |
this is used to extend the bounding box of a trigger_touch for e.g. misc_mission
Definition at line 123 of file g_edict.h.
Referenced by AI_CheckForMissionTargets(), AIL_positionmission(), ED_ParseField(), init(), and SP_misc_mission().
reset function that is called before the touch triggers are called
Definition at line 148 of file g_edict.h.
Referenced by Destroy_Breakable(), G_ResetTriggers(), G_TriggerSpawn(), init(), SP_func_door(), SP_misc_mission(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_trigger_touch().
vec3_t Edict::size |
Definition at line 62 of file g_edict.h.
Referenced by Door_SlidingUse().
solid_t Edict::solid |
tracing info SOLID_BSP, SOLID_BBOX, ...
Definition at line 58 of file g_edict.h.
Referenced by G_Actor2x2Spawn(), G_ActorDieOrStun(), G_ActorSpawn(), G_ClientSendEdictsAndBrushModels(), G_EventSpawnSound(), G_GetTouchingEdicts(), G_InitCamera(), G_ResetTriggers(), G_SpawnEntities(), G_SpawnField(), G_TouchSolids(), G_TouchTriggers(), G_TriggerSpawn(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), SP_trigger_touch(), and SP_worldspawn().
int Edict::sounds |
type of sounds to play - e.g. doors
Definition at line 137 of file g_edict.h.
Referenced by ED_ParseField(), and init().
int Edict::spawnflags |
set via mapeditor
Definition at line 118 of file g_edict.h.
Referenced by ED_ParseField(), G_ClientGetFreeSpawnPointForActorSize(), G_EventAddBrushModel(), G_EventCameraAppear(), G_EventSendParticle(), G_SpawnField(), G_SpawnFieldPart(), G_SpawnParticle(), init(), SP_func_door(), SP_func_door_sliding(), SP_misc_camera(), SP_misc_model(), and SP_trigger_rescue().
int Edict::speed |
speed of entities - e.g. rotating or actors
Definition at line 124 of file g_edict.h.
Referenced by ED_ParseField(), G_ClientMove(), G_EventAddBrushModel(), G_WriteStep(), init(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().
int Edict::state |
the player state - dead, shaken....
Definition at line 93 of file g_edict.h.
Referenced by G_ActorStun(), G_ClientMove(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorDie(), G_EventActorRevitalise(), G_EventActorStateChange(), G_EventSendState(), and init().
const char* Edict::target |
name of the entity to trigger or move towards - this name is stored in the target edicts targetname value
Definition at line 125 of file g_edict.h.
Referenced by ED_ParseField(), G_MissionThink(), init(), SP_misc_mission(), and SP_trigger_touch().
const char* Edict::targetname |
name pointed to by target - see the target of the parent edict
Definition at line 126 of file g_edict.h.
Referenced by ED_ParseField(), G_EdictsFindTargetEntity(), init(), and TEST_F().
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protected |
player of which team?
Definition at line 96 of file g_edict.h.
Referenced by G_ActorModifyCounters(), getTeam(), and init().
Definition at line 150 of file g_edict.h.
Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_EdictsThink(), G_MatchEndTrigger(), G_SpawnField(), G_ThinkActorDieAfterSpawn(), G_ThinkActorGoCrouch(), init(), and SP_misc_mission().
int Edict::time |
general purpose 'rounds' variable - set via mapeditor often
Definition at line 136 of file g_edict.h.
Referenced by ED_ParseField(), G_MissionThink(), G_SpawnField(), init(), and SP_misc_mission().
linkedList_t* Edict::touchedList |
entity list of edicts that are currently touching the trigger_touch
Definition at line 157 of file g_edict.h.
Referenced by Destroy_Breakable(), and init().
int Edict::TU |
remaining timeunits for actors or timeunits needed to 'use' this entity
Definition at line 88 of file g_edict.h.
Referenced by ReactionFireTargets::add(), G_ActorHasEnoughTUsReactionFire(), G_ActorInvMove(), G_ClientMove(), G_ClientUseEdict(), G_EventActorStats(), G_SendStats(), getTus(), ReactionFireTargets::hasExpired(), init(), ReactionFireTargets::notifyClientMove(), ReactionFireTargets::notifyClientOnShot(), and ReactionFireTargets::notifyClientOnStep().
entity_type_t Edict::type |
Definition at line 81 of file g_edict.h.
Referenced by AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AIL_findweapons(), AIL_missiontargets(), Door_Use(), G_Actor2x2Spawn(), G_ActorSetMaxs(), G_ActorSpawn(), G_AppearPerishEvent(), G_BuildForbiddenList(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientSendEdictsAndBrushModels(), G_EventAddBrushModel(), G_EventEdictAppear(), G_EventEdictPerish(), G_EventSendEdict(), G_FindRadius(), G_GetEdictFromPos(), G_GetEdictFromPosExcluding(), G_InitCamera(), G_MissionThink(), G_Morale(), G_MoraleBehaviour(), G_SpawnField(), G_SpawnFloor(), G_SpawnParticle(), G_TouchTriggers(), G_TriggerSpawn(), G_Vis(), init(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), SP_trigger_touch(), and TEST_F().
general use function that is called when the triggered client action is executed or when the server has to 'use' the entity
activator | Might be nullptr if there is no activator |
Definition at line 154 of file g_edict.h.
Referenced by G_InitCamera(), G_MissionUse(), G_UseEdict(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_misc_message(), and SP_misc_mission().
teammask_t Edict::visflags |
bitmask of teams that can see this edict
Definition at line 82 of file g_edict.h.
Referenced by AI_CheckRespawn(), G_ActorCheckRevitalise(), G_ActorDieOrStun(), G_ActorInvMove(), G_BuildForbiddenList(), G_ClientMove(), G_ClientSendEdictsAndBrushModels(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_Damage(), G_EventActorDie(), G_EventActorRevitalise(), G_EventActorTurn(), G_EventCenterView(), G_EventInventoryAmmo(), G_EventPerish(), G_EventSpawnFootstepSound(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MissionThink(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopPanic(), G_MoraleStopRage(), G_ReactionFireSettingsUpdate(), G_SplashDamage(), G_VisFlagsAdd(), G_VisFlagsClear(), G_VisFlagsReset(), G_VisFlagsSwap(), G_VisMakeEverythingVisible(), init(), and TEST_F().