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Public Member Functions | Public Attributes | Private Attributes | List of all members
Commando Class Reference

#include <commando.h>

Inheritance diagram for Commando:
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Collaboration diagram for Commando:
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Public Member Functions

 Commando ()
 
void init (Engine *engine)
 
void step (int frame_step)
 
void destroy ()
 
void render_hud (double last_frametime)
 
void draw_name (Entity *entity, Menu &menu, matrix4 &real_projection)
 
void draw_line (Entity *a, Entity *b, Menu &menu, vec3 &color)
 
void transform_3d_2d (vec3 &position, vec3 &pos2d, matrix4 &projection)
 
void handle_weapons (Player &player, input_t &input, int self)
 
void handle_plasma (Player &player, int self)
 
void handle_rocketlauncher (Player &player, int self)
 
void handle_grenade (Player &player, int self)
 
void handle_knife (Player &player, int self)
 
void handle_rifle (Player &player, int self)
 
void handle_machinegun (Player &player, int self)
 
void handle_pistol (Player &player, int self)
 
void handle_gibs (Player &player)
 
void create_crosshair ()
 
void draw_crosshair ()
 
void draw_flash (Player &player)
 
void create_icon ()
 
void draw_icon (float scale, int index, float x=0.0f, float y=0.0f, float z=0.0f)
 
void load_icon ()
 
void handle_player (int index)
 
void player_died (int index)
 
void drop_weapon (int index)
 
void drop_quaddamage (vec3 &position)
 
void add_bot (int &index)
 
void load_model (Entity &ent)
 
int bot_get_path (int item, int self, int *nav_array, path_t &path)
 
int bot_follow (path_t &path, int *nav_array, Entity *entity, float speed_scale)
 
void load (gametype_t gametype)
 
void setup_func (vector< Entity * > &entity_list, Bsp &q3map)
 
void unload ()
 
void init_camera (vector< Entity * > &entity_list)
 
void console (int self, char *cmd, Menu &menu, vector< Entity * > &entity_list)
 
void endgame (char *winner)
 
- Public Member Functions inherited from BaseGame
 BaseGame ()
 
virtual void map_model (Entity &ent)=0
 
virtual void add_player (vector< Entity * > &entity_list, playertype_t type, int &ent_id, char *player_name)=0
 
virtual void make_dynamic_ent (net_ent_t item, int ent_id)=0
 
virtual void get_state (serverdata_t *data)=0
 
virtual void set_state (serverdata_t *data)=0
 
virtual ~BaseGame ()
 

Public Attributes

gametype_t gametype
 
int fraglimit
 
int timelimit
 
int capturelimit
 
unsigned int chat_timer
 
unsigned int notif_timer
 
unsigned int weapon_switch_timer
 
- Public Attributes inherited from BaseGame
gametype_t gametype
 
int fraglimit
 
int timelimit
 
int capturelimit
 
int blue_flag_caps
 
int red_flag_caps
 
int notif_timer
 
int chat_timer
 
bool spectator
 
Engineengine
 
vector< Model * > model_table
 
vector< icon_ticon_list
 

Private Attributes

Engineengine
 
bool blink
 
vector< navpoint_tnavmesh
 
int last_spawn
 
int crosshair_tex [10]
 
int crosshair_vbo
 
int current_crosshair
 
float crosshair_scale
 
vector< icon_ticon_list
 
unsigned int icon_vbo
 
bool spectator
 
unsigned int spectator_timer
 

Constructor & Destructor Documentation

Commando::Commando ( )

Member Function Documentation

void Commando::add_bot ( int &  index)
int Commando::bot_follow ( path_t path,
int *  nav_array,
Entity entity,
float  speed_scale 
)
int Commando::bot_get_path ( int  item,
int  self,
int *  nav_array,
path_t path 
)
void Commando::console ( int  self,
char *  cmd,
Menu menu,
vector< Entity * > &  entity_list 
)
virtual

Implements BaseGame.

void Commando::create_crosshair ( )
void Commando::create_icon ( )
void Commando::destroy ( )
virtual

Implements BaseGame.

void Commando::draw_crosshair ( )
void Commando::draw_flash ( Player player)
virtual

Implements BaseGame.

void Commando::draw_icon ( float  scale,
int  index,
float  x = 0.0f,
float  y = 0.0f,
float  z = 0.0f 
)
virtual

Implements BaseGame.

void Commando::draw_line ( Entity a,
Entity b,
Menu menu,
vec3 color 
)
void Commando::draw_name ( Entity entity,
Menu menu,
matrix4 real_projection 
)
void Commando::drop_quaddamage ( vec3 position)
void Commando::drop_weapon ( int  index)
void Commando::endgame ( char *  winner)
virtual

Implements BaseGame.

void Commando::handle_gibs ( Player player)
void Commando::handle_grenade ( Player player,
int  self 
)
void Commando::handle_knife ( Player player,
int  self 
)
void Commando::handle_machinegun ( Player player,
int  self 
)
void Commando::handle_pistol ( Player player,
int  self 
)
void Commando::handle_plasma ( Player player,
int  self 
)
void Commando::handle_player ( int  index)
void Commando::handle_rifle ( Player player,
int  self 
)
void Commando::handle_rocketlauncher ( Player player,
int  self 
)
void Commando::handle_weapons ( Player player,
input_t input,
int  self 
)
void Commando::init ( Engine engine)
virtual

Implements BaseGame.

void Commando::init_camera ( vector< Entity * > &  entity_list)
void Commando::load ( gametype_t  gametype)
virtual

Implements BaseGame.

void Commando::load_icon ( )
void Commando::load_model ( Entity ent)
void Commando::player_died ( int  index)
void Commando::render_hud ( double  last_frametime)
virtual

Implements BaseGame.

void Commando::setup_func ( vector< Entity * > &  entity_list,
Bsp q3map 
)
virtual

Implements BaseGame.

void Commando::step ( int  frame_step)
virtual

Implements BaseGame.

void Commando::transform_3d_2d ( vec3 position,
vec3 pos2d,
matrix4 projection 
)
void Commando::unload ( )
virtual

Implements BaseGame.

Member Data Documentation

bool Commando::blink
private
int Commando::capturelimit
unsigned int Commando::chat_timer
float Commando::crosshair_scale
private
int Commando::crosshair_tex[10]
private
int Commando::crosshair_vbo
private
int Commando::current_crosshair
private
Engine* Commando::engine
private
int Commando::fraglimit
gametype_t Commando::gametype
vector<icon_t> Commando::icon_list
private
unsigned int Commando::icon_vbo
private
int Commando::last_spawn
private
vector<navpoint_t> Commando::navmesh
private
unsigned int Commando::notif_timer
bool Commando::spectator
private
unsigned int Commando::spectator_timer
private
int Commando::timelimit
unsigned int Commando::weapon_switch_timer

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