This is the complete list of members for Quake3, including all inherited members.
add_decal(vec3 &start, Frame &camera_frame, net_ent_t nettype, Model &decal_model, float offset, bool explode, int explode_timer) | Quake3 | |
add_player(vector< Entity * > &entity_list, playertype_t type, int &ent_id, char *player_name) | Quake3 | virtual |
add_train_path(Entity *original, Entity *ref, Entity *target) | Quake3 | |
BaseGame() | BaseGame | |
blink | Quake3 | private |
blue_flag_caps | BaseGame | |
bot_follow(path_t &path, int *nav_array, Entity *entity, float speed_scale) | Quake3 | |
bot_get_path(int item, int self, int *nav_array, path_t &path) | Quake3 | |
capturelimit | BaseGame | |
chat_timer | BaseGame | |
check_func(Player *player, Entity *ent, int self, vector< Entity * > &entity_list) | Quake3 | |
check_projectiles(Player *player, Entity *ent, Entity *owner, int self, int proj_id, vector< Entity * > &entity_list) | Quake3 | |
check_target(vector< Entity * > &entity_list, Entity *ent, Entity *target, int self) | Quake3 | |
check_triggers(Player *player, Entity *ent, int self, vector< Entity * > &entity_list) | Quake3 | |
console(int self, char *cmd, Menu &menu, vector< Entity * > &entity_list) | Quake3 | virtual |
create_crosshair() | Quake3 | |
create_icon() | Quake3 | |
crosshair_scale | Quake3 | private |
crosshair_tex | Quake3 | private |
crosshair_vbo | Quake3 | private |
current_crosshair | Quake3 | private |
destroy() | Quake3 | virtual |
draw_crosshair() | Quake3 | |
draw_flash(Player &player) | Quake3 | virtual |
draw_icon(float scale, int index, float x=0.0f, float y=0.0f, float z=0.0f) | Quake3 | virtual |
draw_line(Entity *a, Entity *b, Menu &menu, vec3 &color) | Quake3 | |
draw_name(Entity *entity, Menu &menu, matrix4 &real_projection, int ent_num) | Quake3 | |
drop_powerup(vec3 &position, char *model, char *action) | Quake3 | |
drop_weapon(int index) | Quake3 | |
endgame(char *winner) | Quake3 | virtual |
engine | Quake3 | private |
faceicon | Quake3 | private |
fraglimit | BaseGame | |
gametype | BaseGame | |
get_state(serverdata_t *data) | Quake3 | virtual |
get_team() | Quake3 | |
handle_frags_left(Player &player) | Quake3 | |
handle_func_bobbing(Entity *ent) | Quake3 | |
handle_func_platform(Entity *ent) | Quake3 | |
handle_func_train(Entity *ent) | Quake3 | |
handle_gauntlet(Player &player, int self, bool client) | Quake3 | |
handle_gibs(Player &player) | Quake3 | |
handle_grenade(Player &player, int self, bool client) | Quake3 | |
handle_lightning(Player &player, int self, bool client) | Quake3 | |
handle_machinegun(Player &player, int self, bool client) | Quake3 | |
handle_model_trigger(vector< Entity * > &entity_list, Entity *ent, int self) | Quake3 | |
handle_plasma(Player &player, int self, bool client) | Quake3 | |
handle_player(int index, input_t &input) | Quake3 | |
handle_railgun(Player &player, int self, bool client) | Quake3 | |
handle_rocketlauncher(Player &player, int self, bool client) | Quake3 | |
handle_shotgun(Player &player, int self, bool client) | Quake3 | |
handle_weapons(Player &player, input_t &input, int self, bool client) | Quake3 | |
hold_fire | Quake3 | private |
icon_list | BaseGame | |
icon_vbo | Quake3 | private |
init(Engine *engine) | Quake3 | virtual |
last_spawn | Quake3 | private |
load(gametype_t gametype) | Quake3 | virtual |
load_icon() | Quake3 | |
load_models(Graphics &gfx) | Quake3 | |
load_q1_models(Graphics &gfx) | Quake3 | |
load_sounds(Audio &audio, vector< wave_t > &snd_wave) | Quake3 | |
make_dynamic_ent(net_ent_t item, int ent_id) | Quake3 | virtual |
map_model(Entity &ent) | Quake3 | virtual |
model_table | BaseGame | |
navmesh | Quake3 | private |
notif_timer | BaseGame | |
num_player | Quake3 | private |
num_player_blue | Quake3 | private |
num_player_red | Quake3 | private |
old_contrast | Quake3 | private |
played_one_frag | Quake3 | private |
played_prepare | Quake3 | private |
played_sudden | Quake3 | private |
played_three_frag | Quake3 | private |
played_two_frag | Quake3 | private |
player_died(int index) | Quake3 | |
Quake3() | Quake3 | |
red_flag_caps | BaseGame | |
render_hud(double last_frametime) | Quake3 | virtual |
round_time | Quake3 | private |
set_state(serverdata_t *data) | Quake3 | virtual |
setup_func(vector< Entity * > &entity_list, Bsp &q3map) | Quake3 | virtual |
snd_table | Quake3 | private |
spectator | BaseGame | |
spectator_timer | Quake3 | private |
step(int frame_step) | Quake3 | virtual |
timelimit | BaseGame | |
transform_3d_2d(vec3 &position, vec3 &pos2d, matrix4 &projection) | Quake3 | |
unload() | Quake3 | virtual |
warmup | Quake3 | private |
warmup_time | Quake3 | private |
weapon_switch_timer | Quake3 | |
win_msg | Quake3 | private |
win_timer | Quake3 | private |
~BaseGame() | BaseGame | inlinevirtual |
~Quake3() | Quake3 |