974 lines
22 KiB
C++
974 lines
22 KiB
C++
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#ifndef __GAME_MISC_H__
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#define __GAME_MISC_H__
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/*
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===============================================================================
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idSpawnableEntity
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A simple, spawnable entity with a model and no functionable ability of it's own.
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For example, it can be used as a placeholder during development, for marking
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locations on maps for script, or for simple placed models without any behavior
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that can be bound to other entities. Should not be subclassed.
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===============================================================================
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*/
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class idSpawnableEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idSpawnableEntity );
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void Spawn( void );
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private:
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};
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/*
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===============================================================================
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Potential spawning position for players.
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The first time a player enters the game, they will be at an 'initial' spot.
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Targets will be fired when someone spawns in on them.
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When triggered, will cause player to be teleported to spawn spot.
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===============================================================================
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*/
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class idPlayerStart : public idEntity {
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public:
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CLASS_PROTOTYPE( idPlayerStart );
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enum {
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EVENT_TELEPORTPLAYER = idEntity::EVENT_MAXEVENTS,
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EVENT_TELEPORTITEM,
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EVENT_MAXEVENTS
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};
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idPlayerStart( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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private:
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int teleportStage;
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void Event_TeleportEntity( idEntity *activator, bool predicted, idVec3& prevOrigin = vec3_origin );
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void Event_Teleport( idEntity *activator );
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void Teleport( idEntity* other );
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void Event_TeleportStage( idPlayer *player );
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void Event_ResetCamera( idPlayer *player );
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void TeleportPlayer( idPlayer *player );
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};
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/*
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===============================================================================
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Non-displayed entity used to activate triggers when it touches them.
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Bind to a mover to have the mover activate a trigger as it moves.
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When target by triggers, activating the trigger will toggle the
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activator on and off. Check "start_off" to have it spawn disabled.
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===============================================================================
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*/
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class idActivator : public idEntity {
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public:
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CLASS_PROTOTYPE( idActivator );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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private:
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bool stay_on;
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void Event_Activate( idEntity *activator );
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};
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/*
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===============================================================================
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Path entities for monsters to follow.
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===============================================================================
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*/
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class idPathCorner : public idEntity {
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public:
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CLASS_PROTOTYPE( idPathCorner );
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void Spawn( void );
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static void DrawDebugInfo( void );
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static idPathCorner *RandomPath( const idEntity *source, const idEntity *ignore );
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private:
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void Event_RandomPath( void );
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};
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// RAVEN BEGIN
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// bdube: jump points
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/*
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===============================================================================
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Debug Jump Point
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===============================================================================
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*/
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class rvDebugJumpPoint : public idEntity {
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public:
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CLASS_PROTOTYPE( rvDebugJumpPoint );
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void Spawn();
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};
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/*
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===============================================================================
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Object that fires targets and changes shader parms when damaged.
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===============================================================================
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*/
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class idDamagable : public idEntity {
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public:
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CLASS_PROTOTYPE( idDamagable );
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idDamagable( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
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// RAVEN BEGIN
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// abahr:
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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int invincibleTime;
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// RAVEN BEGIN
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// abahr: changed to protected
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protected:
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int stage;
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int stageNext;
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const idDict* stageDict;
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int stageEndTime;
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int stageEndHealth;
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int stageEndSpeed;
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//jshepard: used to end a stage if a moveable is on the ground (for falling objects)
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bool stageEndOnGround;
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//jshepard: we want to activate certain objects when triggered-- falling blocks yes, barrels no.
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bool activateStageOnTrigger;
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virtual void ExecuteStage ( void );
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void UpdateStage ( void );
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idVec3 GetStageVector ( const char* key, const char* defaultString = "" ) const;
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float GetStageFloat ( const char* key, const char* defaultString = "" ) const;
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int GetStageInt ( const char* key, const char* defaultString = "" ) const;
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// RAVEN END
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int count;
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int nextTriggerTime;
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void BecomeBroken( idEntity *activator );
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void Event_BecomeBroken( idEntity *activator );
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void Event_RestoreDamagable( void );
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};
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/*
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===============================================================================
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Hidden object that explodes when activated
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===============================================================================
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*/
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class idExplodable : public idEntity {
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public:
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CLASS_PROTOTYPE( idExplodable );
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void Spawn( void );
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private:
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void Event_Explode( idEntity *activator );
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};
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/*
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===============================================================================
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idSpring
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===============================================================================
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*/
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class idSpring : public idEntity {
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public:
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CLASS_PROTOTYPE( idSpring );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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private:
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idEntityPtr<idEntity> ent1;
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idEntityPtr<idEntity> ent2;
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int id1;
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int id2;
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idVec3 p1;
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idVec3 p2;
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idForce_Spring spring;
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void Event_LinkSpring( void );
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};
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/*
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===============================================================================
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idForceField
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===============================================================================
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*/
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class idForceField : public idEntity {
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public:
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CLASS_PROTOTYPE( idForceField );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual void Think( void );
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// RAVEN BEGIN
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// kfuller: idDamagable may want to change some things on the fly
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void SetExplosion(float force) { forceField.Explosion(force); }
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// RAVEN END
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// RAVEN BEGIN
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// bdube: made force field protected
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protected:
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idForce_Field forceField;
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private:
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// RAVEN END
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void Toggle( void );
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void Event_Activate( idEntity *activator );
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void Event_Toggle( void );
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void Event_FindTargets( void );
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};
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// RAVEN BEGIN
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// bdube: jump pads
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/*
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===============================================================================
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rvJumpPad
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===============================================================================
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*/
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class rvJumpPad : public idForceField {
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public:
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CLASS_PROTOTYPE( rvJumpPad );
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rvJumpPad ( void );
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void Spawn( void );
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void Think( void );
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private:
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int lastEffectTime;
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void Event_FindTargets( void );
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enum {
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EVENT_JUMPFX = idEntity::EVENT_MAXEVENTS,
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EVENT_MAXEVENTS
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};
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bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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idMat3 effectAxis;
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};
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// RAVEN END
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/*
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===============================================================================
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idAnimated
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===============================================================================
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*/
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class idAnimated : public idAFEntity_Gibbable {
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public:
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CLASS_PROTOTYPE( idAnimated );
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idAnimated();
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~idAnimated();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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virtual bool LoadAF( const char* keyname );
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bool StartRagdoll( void );
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virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// RAVEN BEGIN
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// bdube: script
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void Think ( void );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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// RAVEN END
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private:
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int num_anims;
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int current_anim_index;
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int anim;
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int blendFrames;
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jointHandle_t soundJoint;
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idEntityPtr<idEntity> activator;
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bool activated;
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// RAVEN BEGIN
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// bdube: script variables
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// script control
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idThread * scriptThread;
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idStr state;
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idStr idealState;
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int animDoneTime[ANIM_NumAnimChannels];
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// Script state management
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void UpdateScript( void );
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void SetState( const char *statename, int blend );
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void CallHandler ( const char* handler );
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// RAVEN END
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void PlayNextAnim( void );
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void Event_Activate( idEntity *activator );
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void Event_Start( void );
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void Event_StartRagdoll( void );
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void Event_AnimDone( int animIndex );
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void Event_Footstep( void );
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void Event_LaunchMissiles( const char *projectilename, const char *sound, const char *launchjoint, const char *targetjoint, int numshots, int framedelay );
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void Event_LaunchMissilesUpdate( int launchjoint, int targetjoint, int numshots, int framedelay );
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// RAVEN BEGIN
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// kfuller: added
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void Event_SetAnimState( const char* state, int blendframes );
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void Event_PlayAnim( int channel, const char *animname );
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void Event_PlayCycle( int channel, const char *animname );
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void Event_AnimDone2( int channel, int blendFrames );
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// RAVEN END
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};
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/*
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===============================================================================
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idStaticEntity
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===============================================================================
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*/
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class idStaticEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idStaticEntity );
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idStaticEntity( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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void ShowEditingDialog( void );
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virtual void Hide( void );
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virtual void Show( void );
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void Fade( const idVec4 &to, float fadeTime );
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virtual void Think( void );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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private:
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void Event_Activate( idEntity *activator );
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int spawnTime;
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bool active;
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idVec4 fadeFrom;
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idVec4 fadeTo;
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int fadeStart;
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int fadeEnd;
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bool runGui;
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};
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/*
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===============================================================================
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idFuncEmitter
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===============================================================================
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*/
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class idFuncEmitter : public idStaticEntity {
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public:
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CLASS_PROTOTYPE( idFuncEmitter );
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idFuncEmitter( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Spawn( void );
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void Event_Activate( idEntity *activator );
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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private:
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bool hidden;
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};
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// RAVEN BEGIN
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// bdube: not using
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#if 0
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// RAVEN END
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/*
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===============================================================================
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idFuncSmoke
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===============================================================================
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*/
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class idFuncSmoke : public idEntity {
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public:
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CLASS_PROTOTYPE( idFuncSmoke );
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idFuncSmoke();
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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void Event_Activate( idEntity *activator );
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private:
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int smokeTime;
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const idDeclParticle * smoke;
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bool restart;
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};
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// RAVEN BEGIN
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// bdube: not using
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#endif
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// RAVEN END
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/*
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===============================================================================
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idFuncSplat
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===============================================================================
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*/
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class idFuncSplat : public idFuncEmitter {
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public:
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CLASS_PROTOTYPE( idFuncSplat );
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idFuncSplat( void );
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void Spawn( void );
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private:
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void Event_Activate( idEntity *activator );
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void Event_Splat();
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};
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/*
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===============================================================================
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idTextEntity
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===============================================================================
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*/
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class idTextEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idTextEntity );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void Think( void );
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virtual void ClientPredictionThink( void );
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private:
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idStr text;
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bool playerOriented;
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};
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/*
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===============================================================================
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idLocationEntity
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===============================================================================
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*/
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class idLocationEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idLocationEntity );
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void Spawn( void );
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const char * GetLocation( void ) const;
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private:
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};
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class idLocationSeparatorEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idLocationSeparatorEntity );
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void Spawn( void );
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private:
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};
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class idVacuumSeparatorEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idVacuumSeparatorEntity );
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idVacuumSeparatorEntity( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Event_Activate( idEntity *activator );
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private:
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qhandle_t portal;
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};
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class idVacuumEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( idVacuumEntity );
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void Spawn( void );
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private:
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};
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// RAVEN BEGIN
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// abahr
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class rvGravitySeparatorEntity : public idEntity {
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public:
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CLASS_PROTOTYPE( rvGravitySeparatorEntity );
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rvGravitySeparatorEntity( void );
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void Spawn( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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void Event_Activate( idEntity *activator );
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private:
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qhandle_t portal;
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};
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class rvGravityArea : public idEntity {
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public:
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ABSTRACT_PROTOTYPE( rvGravityArea );
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void Spawn( void );
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virtual int GetArea() const { return area; }
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virtual const idVec3 GetGravity( const idVec3& origin, const idMat3& axis, int clipMask, idEntity* passEntity ) const = 0;
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virtual const idVec3 GetGravity( const idEntity* ent ) const = 0;
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virtual const idVec3 GetGravity( const rvClientEntity* ent ) const = 0;
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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bool IsEqualTo( const rvGravityArea* area ) const;
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bool operator==( const rvGravityArea* area ) const;
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bool operator==( const rvGravityArea& area ) const;
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bool operator!=( const rvGravityArea* area ) const;
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bool operator!=( const rvGravityArea& area ) const;
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protected:
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int area;
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};
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class rvGravityArea_Static : public rvGravityArea {
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public:
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CLASS_PROTOTYPE( rvGravityArea_Static );
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void Spawn( void );
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virtual const idVec3 GetGravity( const idVec3& origin, const idMat3& axis, int clipMask, idEntity* passEntity ) const { return gravity; }
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virtual const idVec3 GetGravity( const idEntity* ent ) const { return gravity; }
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virtual const idVec3 GetGravity( const rvClientEntity* ent ) const { return gravity; }
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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protected:
|
|
idVec3 gravity;
|
|
};
|
|
|
|
class rvGravityArea_SurfaceNormal : public rvGravityArea {
|
|
public:
|
|
CLASS_PROTOTYPE( rvGravityArea_SurfaceNormal );
|
|
|
|
virtual const idVec3 GetGravity( const idVec3& origin, const idMat3& axis, int clipMask, idEntity* passEntity ) const;
|
|
virtual const idVec3 GetGravity( const idEntity* ent ) const;
|
|
virtual const idVec3 GetGravity( const rvClientEntity* ent ) const;
|
|
|
|
protected:
|
|
virtual const idVec3 GetGravity( const idPhysics* physics ) const;
|
|
};
|
|
// RAVEN END
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idBeam
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idBeam : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idBeam );
|
|
|
|
idBeam();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Think( void );
|
|
|
|
void SetMaster( idBeam *masterbeam );
|
|
void SetBeamTarget( const idVec3 &origin );
|
|
|
|
virtual void Show( void );
|
|
|
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
|
|
|
private:
|
|
void Event_MatchTarget( void );
|
|
void Event_Activate( idEntity *activator );
|
|
|
|
idEntityPtr<idBeam> target;
|
|
idEntityPtr<idBeam> master;
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idLiquid
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idRenderModelLiquid;
|
|
|
|
class idLiquid : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idLiquid );
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
private:
|
|
void Event_Touch( idEntity *other, trace_t *trace );
|
|
|
|
|
|
idRenderModelLiquid *model;
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idShaking
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idShaking : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idShaking );
|
|
|
|
idShaking();
|
|
~idShaking();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
private:
|
|
idPhysics_Parametric physicsObj;
|
|
bool active;
|
|
|
|
void BeginShaking( void );
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idEarthQuake
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idEarthQuake : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idEarthQuake );
|
|
|
|
idEarthQuake();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Think( void );
|
|
|
|
// RAVEN BEGIN
|
|
// kfuller: look for fx entities and the like that may want to be triggered when a mortar round (aka earthquake) goes off
|
|
protected:
|
|
void AffectNearbyEntities(float affectRadius);
|
|
// RAVEN END
|
|
|
|
private:
|
|
int nextTriggerTime;
|
|
int shakeStopTime;
|
|
float wait;
|
|
float random;
|
|
bool triggered;
|
|
bool playerOriented;
|
|
bool disabled;
|
|
float shakeTime;
|
|
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncPortal
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncPortal : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncPortal );
|
|
|
|
idFuncPortal();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
private:
|
|
qhandle_t portal;
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncAASPortal
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncAASPortal : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncAASPortal );
|
|
|
|
idFuncAASPortal();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
private:
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncAASObstacle
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncAASObstacle : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncAASObstacle );
|
|
|
|
idFuncAASObstacle();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
void SetState ( bool _state );
|
|
|
|
private:
|
|
bool state;
|
|
|
|
void Event_Activate( idEntity *activator );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idFuncRadioChatter
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idFuncRadioChatter : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idFuncRadioChatter );
|
|
|
|
idFuncRadioChatter();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
static void RepeatLast ( void );
|
|
|
|
private:
|
|
static idEntityPtr<idFuncRadioChatter> lastRadioChatter;
|
|
float time;
|
|
bool isActive;
|
|
void Event_Activate( idEntity *activator );
|
|
void Event_ResetRadioHud( idEntity *activator );
|
|
void Event_IsActive( void );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
idPhantomObjects
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class idPhantomObjects : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idPhantomObjects );
|
|
|
|
idPhantomObjects();
|
|
|
|
void Spawn( void );
|
|
|
|
void Save( idSaveGame *savefile ) const;
|
|
void Restore( idRestoreGame *savefile );
|
|
|
|
virtual void Think( void );
|
|
|
|
private:
|
|
void Event_Activate( idEntity *activator );
|
|
void Event_Throw( void );
|
|
void Event_ShakeObject( idEntity *object, int starttime );
|
|
|
|
int end_time;
|
|
float throw_time;
|
|
float shake_time;
|
|
idVec3 shake_ang;
|
|
float speed;
|
|
int min_wait;
|
|
int max_wait;
|
|
idEntityPtr<idActor>target;
|
|
idList<int> targetTime;
|
|
idList<idVec3> lastTargetPos;
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
rvFuncSaveGame
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
class rvFuncSaveGame : public idEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( rvFuncSaveGame );
|
|
|
|
void Spawn( void );
|
|
|
|
void Event_Activate ( idEntity *activator );
|
|
|
|
private:
|
|
};
|
|
|
|
|
|
#endif /* !__GAME_MISC_H__ */
|