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Quake3 Class Reference

#include <quake3.h>

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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
 
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
 
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
 

Constructor & Destructor Documentation

Quake3::Quake3 ( )
Quake3::~Quake3 ( )

Member Function Documentation

void Quake3::add_decal ( vec3 start,
Frame camera_frame,
net_ent_t  nettype,
Model decal_model,
float  offset,
bool  explode,
int  explode_timer 
)

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void Quake3::add_player ( vector< Entity * > &  entity_list,
playertype_t  type,
int &  ent_id,
char *  player_name 
)
virtual

Implements BaseGame.

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int Quake3::add_train_path ( Entity original,
Entity ref,
Entity target 
)

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int Quake3::bot_follow ( path_t path,
int *  nav_array,
Entity entity,
float  speed_scale 
)

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

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

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

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

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

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void Quake3::console ( int  self,
char *  cmd,
Menu menu,
vector< Entity * > &  entity_list 
)
virtual

Implements BaseGame.

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void Quake3::create_crosshair ( )

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void Quake3::create_icon ( )

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void Quake3::destroy ( )
virtual

Implements BaseGame.

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void Quake3::draw_crosshair ( )

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void Quake3::draw_flash ( Player player)
virtual

Implements BaseGame.

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void Quake3::draw_icon ( float  scale,
int  index,
float  x = 0.0f,
float  y = 0.0f,
float  z = 0.0f 
)
virtual

Implements BaseGame.

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void Quake3::draw_line ( Entity a,
Entity b,
Menu menu,
vec3 color 
)

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void Quake3::draw_name ( Entity entity,
Menu menu,
matrix4 real_projection,
int  ent_num 
)

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

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void Quake3::drop_weapon ( int  index)

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void Quake3::endgame ( char *  winner)
virtual

Implements BaseGame.

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void Quake3::get_state ( serverdata_t data)
virtual

Implements BaseGame.

team_t Quake3::get_team ( )

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void Quake3::handle_frags_left ( Player player)

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void Quake3::handle_func_bobbing ( Entity ent)

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void Quake3::handle_func_platform ( Entity ent)

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void Quake3::handle_func_train ( Entity ent)

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

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void Quake3::handle_gibs ( Player player)

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

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

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

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

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

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

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

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

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

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void Quake3::handle_weapons ( Player player,
input_t input,
int  self,
bool  client 
)

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void Quake3::init ( Engine engine)
virtual

Implements BaseGame.

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void Quake3::load ( gametype_t  gametype)
virtual

Implements BaseGame.

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void Quake3::load_icon ( )

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void Quake3::load_models ( Graphics gfx)

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void Quake3::load_q1_models ( Graphics gfx)

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void Quake3::load_sounds ( Audio audio,
vector< wave_t > &  snd_wave 
)

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void Quake3::make_dynamic_ent ( net_ent_t  item,
int  ent_id 
)
virtual

Implements BaseGame.

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void Quake3::map_model ( Entity ent)
virtual

Implements BaseGame.

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void Quake3::player_died ( int  index)

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void Quake3::render_hud ( double  last_frametime)
virtual

Implements BaseGame.

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void Quake3::set_state ( serverdata_t data)
virtual

Implements BaseGame.

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void Quake3::setup_func ( vector< Entity * > &  entity_list,
Bsp q3map 
)
virtual

Implements BaseGame.

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void Quake3::step ( int  frame_step)
virtual

Implements BaseGame.

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void Quake3::transform_3d_2d ( vec3 position,
vec3 pos2d,
matrix4 projection 
)

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void Quake3::unload ( )
virtual

Implements BaseGame.

Member Data Documentation

bool Quake3::blink
private
float Quake3::crosshair_scale
private
int Quake3::crosshair_tex[10]
private
int Quake3::crosshair_vbo
private
int Quake3::current_crosshair
private
Engine* Quake3::engine
private
bool Quake3::faceicon
private
bool Quake3::hold_fire
private
unsigned int Quake3::icon_vbo
private
int Quake3::last_spawn
private
vector<navpoint_t> Quake3::navmesh
private
unsigned int Quake3::num_player
private
unsigned int Quake3::num_player_blue
private
unsigned int Quake3::num_player_red
private
float Quake3::old_contrast
private
bool Quake3::played_one_frag
private
bool Quake3::played_prepare
private
bool Quake3::played_sudden
private
bool Quake3::played_three_frag
private
bool Quake3::played_two_frag
private
unsigned int Quake3::round_time
private
unsigned int Quake3::snd_table[512]
private
unsigned int Quake3::spectator_timer
private
bool Quake3::warmup
private
unsigned int Quake3::warmup_time
private
unsigned int Quake3::weapon_switch_timer
char Quake3::win_msg[128]
private
unsigned int Quake3::win_timer
private

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