UFO: Alien Invasion
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Edict Class Reference

#include <g_edict.h>

Inheritance diagram for Edict:
Inheritance graph
Collaboration diagram for Edict:
Collaboration graph

Public Member Functions

void init (int idx)
void setPlayerNum (int num)
void setTeam (int team_)
void setChild (Edict *child)
void nativeReset ()
void setActive ()
void toggleActive ()
void resetContainer (const containerIndex_t idx)
void setFloor (const Edict *other)
void resetFloor ()
void calcOrigin ()
 Calculate the edict's origin vector from it's grid position.
void setOrigin (const pos3_t newPos)
 Set the edict's pos and origin vector to the given grid position.
int getIdNum () const
int getPlayerNum () const
Edictchild ()
Edictowner ()
ItemgetContainer (const containerIndex_t idx) const
ItemgetArmour () const
ItemgetRightHandItem () const
ItemgetLeftHandItem () const
ItemgetHandItem (actorHands_t hand) const
ItemgetFloor () const
Player & getPlayer () const
int getTeam () const
bool isSameAs (const Edict *other) const
bool isSameTeamAs (const Edict *other) const
bool isSamePosAs (const pos3_t cmpPos)
 Check whether the edict is on the given position.
bool isOpponent (const Actor *actor) const
 Check if given actor is an enemy.
void setStun (int stu)
void addStun (int stu)
int getStun () const
void setMorale (int mor)
void setTus (int tus)
int getTus () const
void setTouch (bool(*touch_)(Edict *self, Edict *activator))
bool hasTouch () const
bool callTouch (Edict *activator)
int getReservedTUs () const
 Calculates the amount of all currently reserved TUs.

Data Fields

bool inuse
int linkcount
int number
vec3_t origin
vec3_t angles
pos3_t pos
solid_t solid
AABB entBox
AABB absBox
vec3_t size
Edict_child
Edict_owner
int modelindex
const char * classname
int mapNum
const char * model
EdictparticleLink
const Edictlink
entity_type_t type
teammask_t visflags
int contentFlags
byte dir
int TU
int HP
int _STUN
int morale
int state
int frame
char * group
EdictclientAction
character_t chr
int spawnflags
float angle
int radius
int speed
const char * target
const char * targetname
const char * item
const char * particle
const char * nextmap
const char * message
const char * description
const char * noise
edictMaterial_t material
camera_edict_data_t camera
int count
int time
int sounds
int dmg
byte dmgtype
actorSizeEnum_t fieldSize
bool hiding
bool(* _touch )(Edict *self, Edict *activator)
void(* reset )(Edict *self, Edict *activator)
float nextthink
void(* think )(Edict *self)
bool(* use )(Edict *self, Edict *activator)
bool(* destroy )(Edict *self)
linkedList_ttouchedList
int doorState
moveinfo_t moveinfo
EdictgroupChain
EdictgroupMaster
int flags
AI_t AI
pos3_tforbiddenListPos
int forbiddenListSize
bool active

Protected Attributes

int team
int pnum
unsigned int body
unsigned int head
bool inRescueZone

Detailed Description

Definition at line 45 of file g_edict.h.

Member Function Documentation

◆ addStun()

void Edict::addStun ( int stu)
inline

Definition at line 305 of file g_edict.h.

References _STUN.

Referenced by G_Damage(), G_UpdateStunState(), and Touch_HurtTrigger().

◆ calcOrigin()

void Edict::calcOrigin ( )
inline

◆ callTouch()

bool Edict::callTouch ( Edict * activator)
inline

Definition at line 329 of file g_edict.h.

References _touch.

Referenced by G_TouchEdicts(), G_TouchSolids(), and G_TouchTriggers().

◆ child()

Edict * Edict::child ( )
inline

Definition at line 237 of file g_edict.h.

References _child.

Referenced by Destroy_Breakable(), and setChild().

◆ getArmour()

Item * Edict::getArmour ( ) const
inline

Definition at line 246 of file g_edict.h.

References chr.

Referenced by G_ApplyProtection().

◆ getContainer()

◆ getFloor()

Item * Edict::getFloor ( ) const
inline

Definition at line 262 of file g_edict.h.

References chr.

Referenced by AIL_findweapons(), G_ActorInvMove(), G_MissionThink(), setFloor(), TEST_F(), TEST_F(), and TEST_F().

◆ getHandItem()

◆ getIdNum()

◆ getLeftHandItem()

◆ getPlayer()

◆ getPlayerNum()

int Edict::getPlayerNum ( ) const
inline

◆ getReservedTUs()

int Edict::getReservedTUs ( ) const
inline

Calculates the amount of all currently reserved TUs.

Returns
The amount of reserved TUs for reaction, shooting and crouching

Definition at line 336 of file g_edict.h.

References chr, chrReservations_t::crouch, chrReservations_t::reaction, and chrReservations_t::shot.

Referenced by G_ActorInvMove(), G_ActorUsableTUs(), and Actor::getUsableTUs().

◆ getRightHandItem()

◆ getStun()

◆ getTeam()

int Edict::getTeam ( ) const
inline

Definition at line 269 of file g_edict.h.

References team.

Referenced by actorL_team(), AI_ActorThink(), AI_CheckFF(), AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_FindHerdLocation(), AI_GetHidingTeam(), AI_IsExposed(), AI_PlayerRun(), AI_TurnIntoDirection(), AIL_InitActor(), AIL_missiontargets(), AIL_positionshoot(), AIL_see(), ReactionFire::canSee(), Door_Use(), G_ActionCheck(), G_Actor2x2Spawn(), G_ActorDieOrStun(), G_ActorDoTurn(), G_ActorInvMove(), G_ActorModifyCounters(), G_ActorRevitalise(), G_ActorShouldStopInMidMove(), G_ActorSpawn(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_ClientTeamInfo(), G_Damage(), G_EdictsGetActorByUCN(), G_EdictsGetNextLivingActorOfTeam(), G_EventActorAdd(), G_EventActorAppear(), G_EventCameraAppear(), G_EventSendState(), G_EventSetClientAction(), G_GetClosePlayerMask(), G_MatchEndTrigger(), G_MatchSendResults(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), G_Morale(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_SendInvisible(), G_SendPlayerStats(), G_SendStats(), G_ShootSingle(), G_SpawnAIPlayer(), G_SplashDamage(), G_TreatActor(), G_UpdateCharacterBodycount(), G_UpdateHitScore(), G_UpdateShotMock(), G_Vis(), G_VisMakeEverythingVisible(), ReactionFire::isEnemy(), isOpponent(), isSameTeamAs(), SP_2x2_start(), SP_misc_mission(), SP_player_start(), TEST_F(), Think_SmokeAndFire(), and Touch_NextMapTrigger().

◆ getTus()

◆ hasTouch()

bool Edict::hasTouch ( ) const
inline

Definition at line 324 of file g_edict.h.

References _touch.

Referenced by G_TouchEdicts(), G_TouchSolids(), and G_TouchTriggers().

◆ init()

◆ isOpponent()

bool Edict::isOpponent ( const Actor * actor) const

Check if given actor is an enemy.

Parameters
[in]actorThe actor that makes the check.
Returns
true if enemies. false otherwise
Todo
Should we really know if the other actor is controlled by the other team (STATE_XVI)? aliens would of course know if an actor is infected (becomes part of the hive mind), but humans?

Definition at line 383 of file g_edicts.cpp.

References G_IsAlien, G_IsCivilian, G_IsState, getTeam(), isSameTeamAs(), Actor::isState(), STATE_XVI, TEAM_ALIEN, and TEAM_CIVILIAN.

Referenced by AI_IsHostile(), and G_MissionTouch().

◆ isSameAs()

bool Edict::isSameAs ( const Edict * other) const
inline

Definition at line 275 of file g_edict.h.

References getIdNum().

Referenced by AI_CheckFF(), and G_UpdateShotMock().

◆ isSamePosAs()

bool Edict::isSamePosAs ( const pos3_t cmpPos)
inline

Check whether the edict is on the given position.

Parameters
cmpPosThe grid position to compare to
Returns
true if positions are equal

Definition at line 286 of file g_edict.h.

References VectorCompare.

Referenced by AI_CheckPosition(), AI_FighterCalcActionScore(), AI_PrepBestAction(), G_ClientShoot(), G_ShootSingle(), and G_ShotMorale().

◆ isSameTeamAs()

◆ nativeReset()

void Edict::nativeReset ( )
inline

Definition at line 195 of file g_edict.h.

References init(), and number.

Referenced by ED_ParseEdict(), and G_FreeEdict().

◆ owner()

Edict * Edict::owner ( )
inline

Definition at line 240 of file g_edict.h.

References _owner.

Referenced by Reset_DoorTrigger(), Reset_TouchTrigger(), Touch_DoorTrigger(), and Touch_TouchTrigger().

◆ resetContainer()

void Edict::resetContainer ( const containerIndex_t idx)
inline

Definition at line 204 of file g_edict.h.

References chr.

Referenced by G_InventoryToFloor().

◆ resetFloor()

void Edict::resetFloor ( )
inline

Definition at line 210 of file g_edict.h.

References chr.

Referenced by G_ActorDieOrStun(), G_ClientMove(), and G_GetFloorItems().

◆ setActive()

void Edict::setActive ( )
inline

Definition at line 198 of file g_edict.h.

References active.

Referenced by G_Spawn().

◆ setChild()

void Edict::setChild ( Edict * child)
inline

Definition at line 192 of file g_edict.h.

References _child, and child().

Referenced by SP_func_door(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_trigger_touch().

◆ setFloor()

void Edict::setFloor ( const Edict * other)
inline

Definition at line 207 of file g_edict.h.

References chr, and getFloor().

Referenced by G_ActorInvMove(), G_GetFloorItems(), and G_InventoryToFloor().

◆ setMorale()

void Edict::setMorale ( int mor)
inline

◆ setOrigin()

void Edict::setOrigin ( const pos3_t newPos)
inline

Set the edict's pos and origin vector to the given grid position.

Parameters
newPosThe new grid position

Definition at line 223 of file g_edict.h.

References calcOrigin(), pos, and VectorCopy.

Referenced by AI_CheckForMissionTargets(), AI_CivilianCalcActionScore(), AI_FighterCalcActionScore(), AI_PanicCalcActionScore(), and AIL_positionshoot().

◆ setPlayerNum()

void Edict::setPlayerNum ( int num)
inline

Definition at line 186 of file g_edict.h.

References pnum.

Referenced by G_ClientGetFreeSpawnPointForActorSize().

◆ setStun()

void Edict::setStun ( int stu)
inline

Definition at line 302 of file g_edict.h.

References _STUN.

Referenced by AI_SetStats(), G_SendStats(), G_TreatActor(), and G_UpdateStunState().

◆ setTeam()

void Edict::setTeam ( int team_)
inline

◆ setTouch()

void Edict::setTouch ( bool(* touch_ )(Edict *self, Edict *activator))
inline

◆ setTus()

void Edict::setTus ( int tus)
inline

Definition at line 315 of file g_edict.h.

References TU.

Referenced by G_ActorSetTU().

◆ toggleActive()

void Edict::toggleActive ( )
inline

Definition at line 201 of file g_edict.h.

References active.

Referenced by G_CameraUse().

Field Documentation

◆ _child

Edict* Edict::_child

e.g. the trigger for this edict

Definition at line 64 of file g_edict.h.

Referenced by child(), init(), and setChild().

◆ _owner

Edict* Edict::_owner

e.g. the door model in case of func_door

Definition at line 65 of file g_edict.h.

Referenced by G_TriggerSpawn(), init(), owner(), and Touch_TouchTrigger().

◆ _STUN

int Edict::_STUN

The stun damage received in a mission.

Definition at line 90 of file g_edict.h.

Referenced by addStun(), getStun(), init(), and setStun().

◆ _touch

bool(* Edict::_touch) (Edict *self, Edict *activator)

function to call when triggered - this function should only return true when there is a client action associated with it

Definition at line 146 of file g_edict.h.

Referenced by callTouch(), hasTouch(), init(), and setTouch().

◆ absBox

◆ active

bool Edict::active

Definition at line 177 of file g_edict.h.

Referenced by ED_ParseField(), init(), setActive(), and toggleActive().

◆ AI

AI_t Edict::AI

The character's artificial intelligence

Definition at line 171 of file g_edict.h.

Referenced by AIL_ActorThink(), AIL_InitActor(), and init().

◆ angle

float Edict::angle

entity yaw - (0-360 degree) set via mapeditor - sometimes used for movement direction, then -1=up; -2=down is used additionally

Definition at line 120 of file g_edict.h.

Referenced by ED_ParseField(), G_Actor2x2Spawn(), G_ActorSpawn(), G_EventAddBrushModel(), init(), and SP_misc_camera().

◆ angles

vec3_t Edict::angles

the rotation in the world (pitch, yaw, roll)

Definition at line 54 of file g_edict.h.

Referenced by Door_Use(), ED_ParseField(), G_EventAddBrushModel(), and init().

◆ body

unsigned int Edict::body
protected

the model indices

Definition at line 99 of file g_edict.h.

Referenced by Actor::getBody(), init(), and Actor::setBody().

◆ camera

camera_edict_data_t Edict::camera

Definition at line 134 of file g_edict.h.

Referenced by G_EventCameraAppear(), G_FrustumVis(), G_InitCamera(), and init().

◆ chr

character_t Edict::chr

here are the character values

Definition at line 116 of file g_edict.h.

Referenced by actorL_isinjured(), actorL_tostring(), AI_CivilianCalcActionScore(), AI_FindBestFiredef(), AI_InitPlayer(), AI_SearchGrenade(), AI_SetCharacterValues(), AI_SetEquipment(), AI_SetStats(), AI_TryToReloadWeapon(), AIL_InitActor(), ReactionFire::canReact(), G_ActorCalculateMaxTU(), G_ActorGetInjuryPenalty(), G_ActorGetTUForReactionFire(), G_ActorHasEnoughTUsReactionFire(), G_ActorHasWorkingFireModeSet(), G_ActorInvMove(), G_ActorReload(), G_ActorReserveTUs(), G_ActorRevitalise(), G_ActorSetMaxs(), G_AddItemToFloor(), G_ApplyProtection(), G_BleedWounds(), G_CalcEffectiveSpread(), G_CheckDeathOrKnockout(), G_ClientAction(), G_ClientAssignDefaultActorValues(), G_ClientCanReload(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientGetWeaponFromInventory(), G_ClientMove(), G_ClientReadCharacter(), G_ClientReadInventory(), G_ClientShoot(), G_ClientStateChange(), G_Damage(), G_DamageActor(), G_EdictsGetActorByUCN(), G_EventActorAdd(), G_EventActorAppear(), G_EventActorSendReservations(), G_EventActorWound(), G_EventReactionFireChange(), G_GetEarnedExperience(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_IsActorWounded(), G_MissionTouch(), G_Morale(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopPanic(), G_MoraleStopRage(), G_PrepareShot(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_ReactionFireSettingsReserveTUs(), G_ReactionFireSettingsSetDefault(), G_ReactionFireSettingsUpdate(), G_SendCharacterData(), G_SendFootstepSound(), G_SendInventory(), G_SendWoundStats(), G_SpawnAIPlayer(), G_SpawnItemOnFloor(), G_SplashDamage(), G_TouchEdicts(), G_TreatActor(), G_UpdateCarriedWeight(), G_UpdateCharacterBodycount(), G_UpdateCharacterExperience(), G_UpdateHitScore(), getArmour(), getContainer(), ReactionFire::getFireDef(), getFloor(), getHandItem(), getLeftHandItem(), getReservedTUs(), getRightHandItem(), init(), resetContainer(), resetFloor(), setFloor(), TEST_F(), TEST_F(), TEST_F(), Touch_HurtTrigger(), and ReactionFire::tryToShoot().

◆ classname

◆ clientAction

Edict* Edict::clientAction

client actions - interact with the world

Definition at line 113 of file g_edict.h.

Referenced by G_ActorSetClientAction(), G_ClientAction(), G_ClientMove(), G_EventSetClientAction(), init(), and Reset_DoorTrigger().

◆ contentFlags

int Edict::contentFlags

contents flags of the brush the actor is walking in

Definition at line 84 of file g_edict.h.

Referenced by G_ClientTeamInfo(), G_SendFootstepSound(), G_WriteStep(), and init().

◆ count

int Edict::count

general purpose 'amount' variable - set via mapeditor often

Definition at line 135 of file g_edict.h.

Referenced by AI_CheckForMissionTargets(), AIL_setwaypoint(), ED_ParseField(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), G_SpawnFieldPart(), init(), SP_civilian_start(), and Think_SmokeAndFire().

◆ description

const char* Edict::description

misc_mission

Definition at line 131 of file g_edict.h.

Referenced by ED_ParseField(), init(), and SP_misc_mission().

◆ destroy

bool(* Edict::destroy) (Edict *self)

◆ dir

◆ dmg

int Edict::dmg

damage done by entity

Definition at line 138 of file g_edict.h.

Referenced by AI_CheckPosition(), ED_ParseField(), G_SpawnFieldPart(), G_TouchTriggers(), init(), SP_trigger_hurt(), and Touch_HurtTrigger().

◆ dmgtype

byte Edict::dmgtype

damage type done by the entity

Definition at line 139 of file g_edict.h.

Referenced by AI_CheckPosition(), init(), SP_misc_fire(), SP_misc_smoke(), SP_misc_smokestun(), SP_trigger_hurt(), and Touch_HurtTrigger().

◆ doorState

int Edict::doorState

open or closed

Definition at line 158 of file g_edict.h.

Referenced by AI_CheckUsingDoor(), Door_SlidingUse(), Door_Use(), init(), SP_func_door(), SP_func_door_sliding(), and TEST_F().

◆ entBox

AABB Edict::entBox

◆ fieldSize

◆ flags

◆ forbiddenListPos

pos3_t* Edict::forbiddenListPos

this is used for e.g. misc_models with the solid flag set - this will hold a list of grid positions that are blocked by the aabb of the model

Definition at line 173 of file g_edict.h.

Referenced by G_BuildForbiddenList(), G_BuildForbiddenListForEntity(), init(), and TEST_F().

◆ forbiddenListSize

int Edict::forbiddenListSize

amount of entries in the forbiddenListPos

Definition at line 175 of file g_edict.h.

Referenced by G_BuildForbiddenList(), G_BuildForbiddenListForEntity(), init(), and TEST_F().

◆ frame

int Edict::frame

frame of the model to show

Definition at line 102 of file g_edict.h.

Referenced by ED_ParseField(), init(), and SP_misc_model().

◆ group

char* Edict::group

this can be used to trigger a group of entities e.g. for two-part-doors - set the group to the same string for each door part and they will open both if you open one

Definition at line 104 of file g_edict.h.

Referenced by ED_ParseField(), G_FindEdictGroups(), init(), and SP_misc_mission().

◆ groupChain

Edict* Edict::groupChain

flags will have FL_GROUPSLAVE set when the edict is part of a chain, but not the master - you can use the groupChain pointer to get all the edicts in the particular chain - and start out for the one that doesn't have the above mentioned flag set.

See also
G_FindEdictGroups

Definition at line 167 of file g_edict.h.

Referenced by AI_CheckForMissionTargets(), G_AddToWayPointList(), G_FindEdictGroups(), G_MissionThink(), G_UseEdict(), and init().

◆ groupMaster

Edict* Edict::groupMaster

first entry in the list

Definition at line 168 of file g_edict.h.

Referenced by G_ActorUseDoor(), G_FindEdictGroups(), G_MissionThink(), G_UseEdict(), init(), and Touch_DoorTrigger().

◆ head

unsigned int Edict::head
protected

Definition at line 100 of file g_edict.h.

Referenced by Actor::getHead(), init(), and Actor::setHead().

◆ hiding

bool Edict::hiding

for ai actors - when they try to hide after they performed their action

Definition at line 142 of file g_edict.h.

Referenced by AI_ActorThink(), AI_CheckUsingDoor(), and init().

◆ HP

◆ inRescueZone

bool Edict::inRescueZone
protected

the actor is standing in a rescue zone if this is true - this means that when the mission is aborted the actor will not die

Definition at line 109 of file g_edict.h.

Referenced by init(), Actor::isInRescueZone(), and Actor::setInRescueZone().

◆ inuse

◆ item

const char* Edict::item

the item id that must be placed to e.g. the func_mission to activate the use function

Definition at line 127 of file g_edict.h.

Referenced by ED_ParseField(), G_MissionReset(), G_MissionThink(), G_MissionTouch(), init(), SP_misc_item(), and SP_misc_mission().

◆ link

const Edict* Edict::link

can be used to store another edict that e.g. interacts with the current one

Definition at line 80 of file g_edict.h.

Referenced by G_ActorDie(), G_ActorRevitalise(), G_ActorStun(), G_MissionThink(), and init().

◆ linkcount

int Edict::linkcount

count the amount of server side links - if a link was called, something on the position or the size of the entity was changed

Definition at line 48 of file g_edict.h.

Referenced by init().

◆ mapNum

int Edict::mapNum

entity number in the map file

Definition at line 73 of file g_edict.h.

Referenced by G_SpawnEntities(), init(), and SP_func_breakable().

◆ material

edictMaterial_t Edict::material

material value (e.g. for func_breakable)

Definition at line 133 of file g_edict.h.

Referenced by Destroy_Breakable(), ED_ParseField(), G_InitCamera(), and init().

◆ message

const char* Edict::message

misc_message

Definition at line 130 of file g_edict.h.

Referenced by ED_ParseField(), G_MissionThink(), init(), Message_Use(), and SP_misc_message().

◆ model

const char* Edict::model

◆ modelindex

int Edict::modelindex

inline model index

Definition at line 66 of file g_edict.h.

Referenced by G_EventAddBrushModel(), and init().

◆ morale

◆ moveinfo

◆ nextmap

const char* Edict::nextmap

Definition at line 129 of file g_edict.h.

Referenced by ED_ParseField(), init(), SP_trigger_nextmap(), and Touch_NextMapTrigger().

◆ nextthink

float Edict::nextthink

◆ noise

const char* Edict::noise

sounds - e.g. for func_door

Definition at line 132 of file g_edict.h.

Referenced by Door_Use(), ED_ParseField(), init(), SP_func_door(), and SP_func_door_sliding().

◆ number

int Edict::number

the number in the global edict array

Definition at line 51 of file g_edict.h.

Referenced by ReactionFireTargets::add(), G_EdictDuplicate(), G_Spawn(), getIdNum(), init(), nativeReset(), and ReactionFireTargets::remove().

◆ origin

◆ particle

◆ particleLink

Edict* Edict::particleLink

only used locally in game, not by server

Definition at line 79 of file g_edict.h.

Referenced by G_SpawnField(), init(), and Think_SmokeAndFire().

◆ pnum

int Edict::pnum
protected

the actual player slot

Definition at line 97 of file g_edict.h.

Referenced by G_ClientDisconnect(), getPlayerNum(), init(), and setPlayerNum().

◆ pos

◆ radius

int Edict::radius

this is used to extend the bounding box of a trigger_touch for e.g. misc_mission

Definition at line 123 of file g_edict.h.

Referenced by AI_CheckForMissionTargets(), AIL_positionmission(), ED_ParseField(), init(), and SP_misc_mission().

◆ reset

void(* Edict::reset) (Edict *self, Edict *activator)

reset function that is called before the touch triggers are called

Definition at line 148 of file g_edict.h.

Referenced by Destroy_Breakable(), G_ResetTriggers(), G_TriggerSpawn(), init(), SP_func_door(), SP_misc_mission(), SP_trigger_hurt(), SP_trigger_nextmap(), SP_trigger_rescue(), and SP_trigger_touch().

◆ size

vec3_t Edict::size

Definition at line 62 of file g_edict.h.

Referenced by Door_SlidingUse(), and init().

◆ solid

◆ sounds

int Edict::sounds

type of sounds to play - e.g. doors

Definition at line 137 of file g_edict.h.

Referenced by ED_ParseField(), and init().

◆ spawnflags

◆ speed

int Edict::speed

speed of entities - e.g. rotating or actors

Definition at line 124 of file g_edict.h.

Referenced by ED_ParseField(), G_ClientMove(), G_EventAddBrushModel(), G_WriteStep(), init(), SP_func_door(), SP_func_door_sliding(), and SP_func_rotating().

◆ state

◆ target

const char* Edict::target

name of the entity to trigger or move towards - this name is stored in the target edicts targetname value

Definition at line 125 of file g_edict.h.

Referenced by ED_ParseField(), G_MissionThink(), G_MissionUse(), init(), SP_misc_mission(), SP_trigger_touch(), and Touch_TouchTrigger().

◆ targetname

const char* Edict::targetname

name pointed to by target - see the target of the parent edict

Definition at line 126 of file g_edict.h.

Referenced by ED_ParseField(), G_EdictsFindTargetEntity(), G_MissionReset(), G_MissionTouch(), init(), and TEST_F().

◆ team

int Edict::team
protected

player of which team?

Definition at line 96 of file g_edict.h.

Referenced by G_ActorModifyCounters(), getTeam(), init(), and setTeam().

◆ think

◆ time

int Edict::time

general purpose 'rounds' variable - set via mapeditor often

Definition at line 136 of file g_edict.h.

Referenced by ED_ParseField(), G_MissionReset(), G_MissionThink(), G_SpawnField(), init(), SP_misc_mission(), and Think_SmokeAndFire().

◆ touchedList

linkedList_t* Edict::touchedList

entity list of edicts that are currently touching the trigger_touch

Definition at line 157 of file g_edict.h.

Referenced by Destroy_Breakable(), G_MissionIsTouched(), G_MissionReset(), G_MissionTouch(), G_TriggerAddToList(), G_TriggerIsInList(), G_TriggerRemoveFromList(), init(), Reset_TouchTrigger(), and Touch_TouchTrigger().

◆ TU

◆ type

◆ use

bool(* Edict::use) (Edict *self, Edict *activator)

general use function that is called when the triggered client action is executed or when the server has to 'use' the entity

Parameters
activatorMight be nullptr if there is no activator

Definition at line 154 of file g_edict.h.

Referenced by G_InitCamera(), G_MissionUse(), G_UseEdict(), init(), SP_func_breakable(), SP_func_door(), SP_func_door_sliding(), SP_misc_message(), SP_misc_mission(), and Touch_TouchTrigger().

◆ visflags


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