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 |
1.8.2