32 if (!activator || !
G_IsActor(activator)) {
48 #define CAMERAMODEL(X, IDX) case X: ent->model = "models/objects/cameras/camera" STRINGIFY(IDX); break
56 gi.DPrintf(
"unknown camera type given: %i\n", cameraType);
62 if (
gi.LoadModelAABB(ent->
model, 0, modelAabb)) {
82 gi.DPrintf(
"Could not get bounding box for model '%s'\n", ent->
model);
#define CAMERAMODEL(X, IDX)
Misc utility functions for game module.
bool(* use)(Edict *self, Edict *activator)
void set(const AABB &other)
Copies the values from the given aabb.
void G_InitCamera(Edict *ent, camera_type_t cameraType, float angle, bool rotate)
camera_edict_data_t camera
int AngleToDir(int angle)
Returns the index of array directionAngles[DIRECTIONS] whose value is the closest to angle...
#define VecToPos(v, p)
Map boundary is +/- MAX_WORLD_WIDTH - to get into the positive area we add the possible max negative ...
static bool G_CameraUse(Edict *self, Edict *activator)
Edict * G_SpawnParticle(const vec3_t origin, int spawnflags, const char *particle)
actorSizeEnum_t fieldSize
Local definitions for game module.
#define FL_DESTROYABLE
If an edict is destroyable (like ET_BREAKABLE, ET_DOOR [if health set] or maybe a ET_MISSION [if heal...
Brings new objects into the world.
bool(* destroy)(Edict *self)
#define ACTOR_SIZE_NORMAL
void G_FreeEdict(Edict *ent)
Marks the edict as free.
static bool Destroy_Camera(Edict *self)