#include <quake3.h>


Public Member Functions | |
| Quake3 () | |
| void | init (Engine *engine) |
| void | step (int frame_step) |
| void | destroy () |
| void | check_triggers (Player *player, Entity *ent, int self, vector< Entity * > &entity_list) |
| void | check_projectiles (Player *player, Entity *ent, Entity *owner, int self, int proj_id, vector< Entity * > &entity_list) |
| void | check_func (Player *player, Entity *ent, int self, vector< Entity * > &entity_list) |
| void | render_hud (double last_frametime) |
| void | draw_name (Entity *entity, Menu &menu, matrix4 &real_projection, int ent_num) |
| 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, bool client) |
| void | handle_gauntlet (Player &player, int self, bool client) |
| void | handle_plasma (Player &player, int self, bool client) |
| void | handle_rocketlauncher (Player &player, int self, bool client) |
| void | handle_grenade (Player &player, int self, bool client) |
| void | handle_lightning (Player &player, int self, bool client) |
| void | handle_railgun (Player &player, int self, bool client) |
| void | handle_machinegun (Player &player, int self, bool client) |
| void | handle_shotgun (Player &player, int self, bool client) |
| void | handle_gibs (Player &player) |
| void | create_crosshair () |
| void | draw_crosshair () |
| void | draw_flash (Player &player) |
| void | add_decal (vec3 &start, Frame &camera_frame, net_ent_t nettype, Model &decal_model, float offset, bool explode, int explode_timer) |
| 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 | map_model (Entity &ent) |
| void | load_sounds (Audio &audio, vector< wave_t > &snd_wave) |
| void | handle_model_trigger (vector< Entity * > &entity_list, Entity *ent, int self) |
| void | check_target (vector< Entity * > &entity_list, Entity *ent, Entity *target, int self) |
| void | make_dynamic_ent (net_ent_t item, int ent_id) |
| void | handle_player (int index, input_t &input) |
| void | handle_frags_left (Player &player) |
| void | player_died (int index) |
| void | drop_weapon (int index) |
| void | drop_powerup (vec3 &position, char *model, char *action) |
| team_t | get_team () |
| 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 | load_models (Graphics &gfx) |
| void | load_q1_models (Graphics &gfx) |
| void | setup_func (vector< Entity * > &entity_list, Bsp &q3map) |
| void | unload () |
| void | add_player (vector< Entity * > &entity_list, playertype_t type, int &ent_id, char *player_name) |
| void | console (int self, char *cmd, Menu &menu, vector< Entity * > &entity_list) |
| void | endgame (char *winner) |
| void | get_state (serverdata_t *data) |
| void | set_state (serverdata_t *data) |
| void | handle_func_platform (Entity *ent) |
| void | handle_func_bobbing (Entity *ent) |
| void | handle_func_train (Entity *ent) |
| int | add_train_path (Entity *original, Entity *ref, Entity *target) |
| ~Quake3 () | |
Public Member Functions inherited from BaseGame | |
| BaseGame () | |
| virtual | ~BaseGame () |
Public Attributes | |
| 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 |
| Engine * | engine |
| vector< Model * > | model_table |
| vector< icon_t > | icon_list |
Private Attributes | |
| Engine * | engine |
| bool | blink |
| vector< navpoint_t > | navmesh |
| int | last_spawn |
| int | crosshair_tex [10] |
| int | crosshair_vbo |
| int | current_crosshair |
| float | crosshair_scale |
| unsigned int | icon_vbo |
| bool | warmup |
| bool | hold_fire |
| bool | faceicon |
| unsigned int | round_time |
| unsigned int | warmup_time |
| float | old_contrast |
| unsigned int | snd_table [512] |
| unsigned int | win_timer |
| char | win_msg [128] |
| unsigned int | num_player |
| unsigned int | num_player_blue |
| unsigned int | num_player_red |
| unsigned int | spectator_timer |
| bool | played_one_frag |
| bool | played_two_frag |
| bool | played_three_frag |
| bool | played_prepare |
| bool | played_sudden |
| Quake3::Quake3 | ( | ) |
| Quake3::~Quake3 | ( | ) |
| void Quake3::add_decal | ( | vec3 & | start, |
| Frame & | camera_frame, | ||
| net_ent_t | nettype, | ||
| Model & | decal_model, | ||
| float | offset, | ||
| bool | explode, | ||
| int | explode_timer | ||
| ) |


|
virtual |
Implements BaseGame.





| int Quake3::bot_get_path | ( | int | item, |
| int | self, | ||
| int * | nav_array, | ||
| path_t & | path | ||
| ) |


| void Quake3::check_func | ( | Player * | player, |
| Entity * | ent, | ||
| int | self, | ||
| vector< Entity * > & | entity_list | ||
| ) |


| void Quake3::check_projectiles | ( | Player * | player, |
| Entity * | ent, | ||
| Entity * | owner, | ||
| int | self, | ||
| int | proj_id, | ||
| vector< Entity * > & | entity_list | ||
| ) |


| void Quake3::check_target | ( | vector< Entity * > & | entity_list, |
| Entity * | ent, | ||
| Entity * | target, | ||
| int | self | ||
| ) |


| void Quake3::check_triggers | ( | Player * | player, |
| Entity * | ent, | ||
| int | self, | ||
| vector< Entity * > & | entity_list | ||
| ) |


|
virtual |
Implements BaseGame.


| void Quake3::create_crosshair | ( | ) |


| void Quake3::create_icon | ( | ) |


|
virtual |
| void Quake3::draw_crosshair | ( | ) |


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|
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Implements BaseGame.






| void Quake3::drop_powerup | ( | vec3 & | position, |
| char * | model, | ||
| char * | action | ||
| ) |


| void Quake3::drop_weapon | ( | int | index | ) |


|
virtual |
|
virtual |
Implements BaseGame.
| team_t Quake3::get_team | ( | ) |

| void Quake3::handle_frags_left | ( | Player & | player | ) |


| void Quake3::handle_func_bobbing | ( | Entity * | ent | ) |


| void Quake3::handle_func_platform | ( | Entity * | ent | ) |

| void Quake3::handle_func_train | ( | Entity * | ent | ) |


| void Quake3::handle_gauntlet | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_gibs | ( | Player & | player | ) |

| void Quake3::handle_grenade | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_lightning | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_machinegun | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |




| void Quake3::handle_plasma | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_player | ( | int | index, |
| input_t & | input | ||
| ) |


| void Quake3::handle_railgun | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_rocketlauncher | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |


| void Quake3::handle_shotgun | ( | Player & | player, |
| int | self, | ||
| bool | client | ||
| ) |




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| void Quake3::load_icon | ( | ) |

| void Quake3::load_models | ( | Graphics & | gfx | ) |


| void Quake3::load_q1_models | ( | Graphics & | gfx | ) |



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| void Quake3::player_died | ( | int | index | ) |


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Implements BaseGame.



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Implements BaseGame.
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| unsigned int Quake3::weapon_switch_timer |
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1.8.2