Everything that is not in the bsp tree is an edict, the spawnpoints, the actors, the misc_models, the weapons and so on. More...
#include <g_local.h>
Everything that is not in the bsp tree is an edict, the spawnpoints, the actors, the misc_models, the weapons and so on.
Definition at line 636 of file g_local.h.
position of min and max points - relative to world's origin
Definition at line 650 of file g_local.h.
Referenced by G_BuildForbiddenListForEntity(), G_EventSendEdict(), G_SplashDamage(), G_TouchEdicts(), G_TouchSolids(), G_TouchTriggers(), G_TriggerSpawn(), SP_func_door(), SP_misc_mission(), SP_misc_mission_aliens(), SP_misc_model(), SV_BoundingBoxesIntersect(), and SV_LinkEdict().
Definition at line 650 of file g_local.h.
Referenced by G_BuildForbiddenListForEntity(), G_EventSendEdict(), G_SplashDamage(), G_TouchEdicts(), G_TouchSolids(), G_TouchTriggers(), G_TriggerSpawn(), SP_func_door(), SP_misc_mission(), SP_misc_mission_aliens(), SP_misc_model(), SV_BoundingBoxesIntersect(), and SV_LinkEdict().
The character's artificial intelligence
Definition at line 759 of file g_local.h.
Referenced by AIL_ActorThink(), AIL_CleanupActor(), and AIL_InitActor().
float edict_s::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 714 of file g_local.h.
Referenced by G_Actor2x2Spawn(), G_ActorSpawn(), and G_ClientSendEdictsAndBrushModels().
the rotation in the world (pitch, yaw, roll)
Definition at line 644 of file g_local.h.
Referenced by Door_Use(), G_ClientSendEdictsAndBrushModels(), SV_ClipMoveToEntities(), SV_LinkEdict(), and SV_SetModel().
int edict_s::body |
the models (hud)
Definition at line 689 of file g_local.h.
Referenced by AI_InitPlayer(), G_AppearPerishEvent(), and G_ClientAssignDefaultActorValues().
e.g. the trigger for this edict
Definition at line 653 of file g_local.h.
Referenced by G_MissionThink(), SP_func_door(), SP_misc_mission(), SP_misc_mission_aliens(), SP_trigger_hurt(), SP_trigger_rescue(), SP_trigger_touch(), SV_LinkEdict(), and SV_UnlinkEdict().
here are the character values
Definition at line 709 of file g_local.h.
Referenced by actorL_tostring(), AI_CivilianCalcBestAction(), AI_InitPlayer(), AI_SearchBestTarget(), AI_SetCharacterValues(), AI_SetEquipment(), AI_SetStats(), AIL_isinjured(), G_ActorGetByUCN(), G_ActorGetReservedTUs(), G_ActorGetTUForReactionFire(), G_ActorGiveTimeUnits(), G_ActorHasEnoughTUsReactionFire(), G_ActorHasWorkingFireModeSet(), G_ActorInvMove(), G_ActorReserveTUs(), G_AddItemToFloor(), G_AppearPerishEvent(), G_ClientAction(), G_ClientAssignDefaultActorValues(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientGetWeaponFromInventory(), G_ClientMove(), G_ClientReadCharacter(), G_ClientReadInventory(), G_ClientShoot(), G_ClientStateChange(), G_Damage(), G_EventActorSendReservations(), G_EventReactionFireChange(), G_InventoryDropToFloorCheck(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MatchSendResults(), G_Morale(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_ReactionFireGetTUsForItem(), G_ReactionFireSetDefault(), G_ReactionFireTryToShoot(), G_ReactionFireUpdate(), G_SendCharacterData(), G_SendInvisible(), G_ShootGrenade(), G_ShootSingle(), G_SpawnItemOnFloor(), G_TouchEdicts(), G_UpdateCharacterBodycount(), and G_UpdateHitScore().
const char* edict_s::classname |
Definition at line 712 of file g_local.h.
Referenced by ED_CallSpawn(), G_Actor2x2Spawn(), G_ActorSpawn(), G_FreeEdict(), G_InitEdict(), G_SpawnFloor(), G_SpawnParticle(), G_TriggerSpawn(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_mission_aliens(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_rescue(), SP_trigger_touch(), and SP_worldspawn().
client actions - interact with the world
Definition at line 706 of file g_local.h.
Referenced by G_ActorSetClientAction(), G_ClientAction(), G_ClientMove(), G_EventSetClientAction(), and Reset_DoorTrigger().
contents flags of the brush the actor is walking in
Definition at line 670 of file g_local.h.
Referenced by G_PhysicsStep().
int edict_s::count |
general purpose 'amount' variable - set via mapeditor often
Definition at line 725 of file g_local.h.
Referenced by AI_CheckForMissionTargets(), G_MissionThink(), and SP_civilian_start().
qboolean(* edict_s::destroy)(edict_t *self) |
Referenced by G_Damage(), G_MissionUse(), SP_func_breakable(), SP_func_door(), and SP_misc_mission().
direction the player looks at
Definition at line 673 of file g_local.h.
Referenced by G_Actor2x2Spawn(), G_ActorDoTurn(), G_ActorSpawn(), G_AppearPerishEvent(), G_ClientMove(), G_ClientShoot(), G_ClientTurn(), G_EventActorTurn(), and G_FrustumVis().
int edict_s::dmg |
damage done by entity
Definition at line 728 of file g_local.h.
Referenced by SP_trigger_hurt(), and Touch_HurtTrigger().
open or closed
Definition at line 746 of file g_local.h.
Referenced by AI_CheckUsingDoor(), Door_Use(), and SP_func_door().
Definition at line 730 of file g_local.h.
Referenced by AIL_positionshoot(), G_Actor2x2Spawn(), G_ActorFall(), G_ActorSpawn(), G_AppearPerishEvent(), G_BuildForbiddenList(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientShoot(), G_ClientTeamInfo(), G_EdictCalcOrigin(), G_EdictSetOrigin(), G_GetShotOrigin(), G_InitEdict(), G_MoveCalcLocal(), G_SendInvisible(), G_ShootGrenade(), G_ShootSingle(), G_SpawnFloor(), SP_civilian_target(), and SP_misc_model().
int edict_s::flags |
FL_*
Definition at line 757 of file g_local.h.
Referenced by G_ClientAction(), G_ClientGetFreeSpawnPointForActorSize(), G_FindEdictGroups(), G_MissionThink(), G_UseEdict(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), and SP_misc_mission().
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 761 of file g_local.h.
Referenced by G_BuildForbiddenList(), and G_BuildForbiddenListForEntity().
amount of entries in the forbiddenListPos
Definition at line 763 of file g_local.h.
Referenced by G_BuildForbiddenList(), and G_BuildForbiddenListForEntity().
int edict_s::frame |
char* edict_s::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 693 of file g_local.h.
Referenced by G_FindEdictGroups().
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 on that doesn't have the above mentioned flag set.
Definition at line 755 of file g_local.h.
Referenced by AI_CheckForMissionTargets(), G_AddToWayPointList(), G_FindEdictGroups(), G_MissionThink(), and G_UseEdict().
first entry in the list
Definition at line 756 of file g_local.h.
Referenced by G_ClientAction(), G_FindEdictGroups(), and G_MissionThink().
int edict_s::head |
Definition at line 690 of file g_local.h.
Referenced by AI_InitPlayer(), G_AppearPerishEvent(), and G_ClientAssignDefaultActorValues().
for ai actors - when they try to hide after the performed their action
Definition at line 731 of file g_local.h.
Referenced by AI_ActorThink(), and AI_CheckUsingDoor().
int edict_s::HP |
remaining healthpoints
Definition at line 676 of file g_local.h.
Referenced by AI_HideNeeded(), AI_SearchBestTarget(), AI_SetStats(), AIL_HP(), AIL_isinjured(), G_ActorCheckRevitalise(), G_ActorDieOrStun(), G_ClientAssignDefaultActorValues(), G_ClientGetFreeSpawnPointForActorSize(), G_Damage(), G_EventActorStats(), G_MatchSendResults(), G_MissionThink(), G_MissionUse(), G_PrintActorStats(), G_SendCharacterData(), G_SendStats(), G_ShootSingle(), G_TakeDamage(), G_UpdateCharacterBodycount(), SP_2x2_start(), SP_alien_start(), SP_civilian_start(), SP_func_door(), SP_func_rotating(), SP_human_start(), SP_misc_mission(), SP_player_start(), and Touch_HurtTrigger().
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 702 of file g_local.h.
Referenced by G_ActorIsInRescueZone(), and G_ActorSetInRescueZone().
Definition at line 637 of file g_local.h.
Referenced by AI_CheckForMissionTargets(), ED_CallSpawn(), G_ActionCheck(), G_CheckVisTeam(), G_ClientShoot(), G_EdictsGetNewEdict(), G_EdictsGetNextInUse(), G_FreeEdict(), G_InitEdict(), G_ReactionFireCanBeEnabled(), G_TouchEdicts(), G_TouchSolids(), G_UpdateShotMock(), G_Vis(), SP_worldspawn(), SV_AreaEdicts_r(), and SV_LinkEdict().
const char* edict_s::item |
the item id that must be placed to e.g. the func_mission to activate the use function
Definition at line 720 of file g_local.h.
Referenced by G_MissionThink(), and SP_misc_item().
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 638 of file g_local.h.
Referenced by SV_LinkEdict().
int edict_s::mapNum |
entity number in the map file
Definition at line 661 of file g_local.h.
Referenced by G_SpawnEntities(), SP_func_breakable(), SP_func_door(), and SP_func_rotating().
position of min and max points - relative to origin
Definition at line 649 of file g_local.h.
Referenced by G_Actor2x2Spawn(), G_ActorSetMaxs(), G_ActorSpawn(), G_FindRadius(), G_TriggerSpawn(), SP_2x2_start(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SV_ClipMoveToEntities(), SV_HullForEntity(), SV_LinkEdict(), SV_SetModel(), and SV_StartSound().
const char* edict_s::message |
Definition at line 649 of file g_local.h.
Referenced by G_Actor2x2Spawn(), G_ActorSpawn(), G_FindRadius(), G_TriggerSpawn(), SP_2x2_start(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SV_ClipMoveToEntities(), SV_HullForEntity(), SV_LinkEdict(), SV_SetModel(), and SV_StartSound().
const char* edict_s::model |
inline model (start with * and is followed by the model numberer) or misc_model model name (e.g. md2)
Definition at line 662 of file g_local.h.
Referenced by Door_Use(), G_GenerateEntList(), G_RecalcRouting(), G_TouchEdicts(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_rescue(), and SP_trigger_touch().
inline model index
Definition at line 655 of file g_local.h.
Referenced by G_ClientSendEdictsAndBrushModels(), SV_ClipMoveToEntities(), SV_HullForEntity(), and SV_SetModel().
int edict_s::morale |
the current morale value
Definition at line 682 of file g_local.h.
Referenced by AI_HideNeeded(), AI_SetStats(), AIL_morale(), G_ClientAssignDefaultActorValues(), G_ClientGetFreeSpawnPointForActorSize(), G_EventActorStats(), G_Morale(), G_MoraleBehaviour(), G_MoraleStopPanic(), G_MoraleStopRage(), G_ReactionFireIsPossible(), G_SendCharacterData(), and G_SendStats().
Definition at line 748 of file g_local.h.
Referenced by G_ClientMove(), and G_PhysicsStep().
float edict_s::nextthink |
Definition at line 738 of file g_local.h.
Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_PhysicsStep(), G_PhysicsThink(), SP_misc_mission(), and SP_misc_mission_aliens().
const char* edict_s::noise |
sounds - e.g. for func_door
Definition at line 723 of file g_local.h.
Referenced by Door_Use(), and SP_func_door().
int edict_s::number |
the number in the global edict array
Definition at line 641 of file g_local.h.
Referenced by Door_Use(), G_AppearPerishEvent(), G_ClientAction(), G_ClientMove(), G_ClientSendEdictsAndBrushModels(), G_EdictAppear(), G_EventActorDie(), G_EventActorFall(), G_EventActorRevitalise(), G_EventActorSendReservations(), G_EventActorStats(), G_EventActorTurn(), G_EventDestroyEdict(), G_EventInventoryAdd(), G_EventInventoryAmmo(), G_EventInventoryDelete(), G_EventInventoryReload(), G_EventPerish(), G_EventReactionFireChange(), G_EventResetClientAction(), G_EventSendEdict(), G_EventSetClientAction(), G_EventShoot(), G_EventStartShoot(), G_InitEdict(), G_InventoryToFloor(), G_MissionThink(), G_ReactionFireReset(), G_SendInvisible(), G_SendParticle(), G_SendState(), G_UpdateShotMock(), SV_ClipMoveToEntities(), and SV_GetServerDataForEdict().
the position in the world
Definition at line 643 of file g_local.h.
Referenced by AI_CheckCrouch(), AI_CheckFF(), AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcBestAction(), AI_FighterCalcBestAction(), AI_FighterCheckShoot(), AI_FindHerdLocation(), AI_HideNeeded(), AI_PrepBestAction(), AI_SearchBestTarget(), AI_SearchDestroyableObject(), AIL_distance(), AIL_positionherd(), Door_Use(), G_ActorUseDoor(), G_ActorVis(), G_BuildForbiddenListForEntity(), G_ClientMove(), G_ClientSendEdictsAndBrushModels(), G_ClientShoot(), G_EdictCalcOrigin(), G_EdictSetOrigin(), G_FindRadius(), G_FrustumVis(), G_Morale(), G_PhysicsStep(), G_ReactionFireGetTUsForItem(), G_ReactionFireIsPossible(), G_SpawnEntities(), G_SpawnParticle(), G_SplashDamage(), G_TeamPointVis(), G_Vis(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SV_ClipMoveToEntities(), SV_LinkEdict(), SV_SetModel(), and SV_StartSound().
e.g. the door model in case of func_door
Definition at line 654 of file g_local.h.
Referenced by G_TriggerSpawn(), SV_ClipMoveToEntities(), and Touch_DoorTrigger().
const char* edict_s::particle |
Definition at line 721 of file g_local.h.
Referenced by G_MissionThink(), G_SendParticle(), and G_SpawnParticle().
int edict_s::pnum |
the actual player slot
Definition at line 687 of file g_local.h.
Referenced by G_ActionCheck(), G_AppearPerishEvent(), G_ClientDisconnect(), G_ClientGetFreeSpawnPointForActorSize(), G_PlayerSoldiersCount(), G_PrintActorStats(), and G_SendInvisible().
Definition at line 672 of file g_local.h.
Referenced by actorL_face(), actorL_pos(), actorL_shoot(), AI_ActorThink(), AI_CheckForMissionTargets(), AI_FighterCalcBestAction(), AI_FindHerdLocation(), AI_FindHidingLocation(), AI_PrepBestAction(), AIL_positionherd(), AIL_positionhide(), AIL_positionshoot(), AIL_see(), G_Actor2x2Spawn(), G_ActorFall(), G_ActorInvMove(), G_ActorShouldStopInMidMove(), G_ActorSpawn(), G_AppearPerishEvent(), G_BuildForbiddenList(), G_CenterView(), G_ClientMove(), G_ClientShoot(), G_EdictAppear(), G_EdictCalcOrigin(), G_EdictPosIsSameAs(), G_EdictSetOrigin(), G_EventActorFall(), G_EventStartShoot(), G_GetEdictFromPos(), G_GetFloorItems(), G_GetShotOrigin(), G_InventoryToFloor(), G_MissionThink(), G_ReactionFireTryToShoot(), G_SendInvisible(), G_SpawnEntities(), G_SpawnFloor(), G_SpawnParticle(), G_Vis(), pos3L_goto(), SP_civilian_target(), and SP_misc_item().
Definition at line 701 of file g_local.h.
Referenced by G_ReactionFirePreShot(), G_ReactionFireReset(), and G_ReactionFireSearchTarget().
const edict_t* edict_s::reactionTarget |
delayed reaction fire the current moving actor - only set when this actor has reaction fire enabled
Definition at line 699 of file g_local.h.
Referenced by G_ReactionFireCheckExecution(), G_ReactionFireEndTurn(), G_ReactionFirePreShot(), G_ReactionFireReset(), G_ReactionFireSearchTarget(), and G_ReactionFireTryToShoot().
float edict_s::reactionTUs |
time that an opponent has left until the attacker can react
Definition at line 700 of file g_local.h.
Referenced by G_ReactionFireCheckExecution(), G_ReactionFireReset(), G_ReactionFireSearchTarget(), and G_ReactionFireTryToShoot().
void(* edict_s::reset)(edict_t *self, edict_t *activator) |
reset function that is called before the touch triggers are called
Referenced by G_ResetTriggers(), SP_func_door(), and SP_trigger_rescue().
Definition at line 651 of file g_local.h.
Referenced by SV_LinkEdict().
tracing info SOLID_BSP, SOLID_BBOX, ...
Definition at line 647 of file g_local.h.
Referenced by G_Actor2x2Spawn(), G_ActorSpawn(), G_ClientSendEdictsAndBrushModels(), G_ResetTriggers(), G_SpawnEntities(), G_TouchSolids(), G_TouchTriggers(), G_TriggerSpawn(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_mission_aliens(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_rescue(), SP_trigger_touch(), SP_worldspawn(), SV_AreaEdicts_r(), SV_ClipMoveToEntities(), SV_HullForEntity(), SV_LinkEdict(), SV_StartSound(), and SV_TouchEdicts().
int edict_s::sounds |
set via mapeditor
Definition at line 711 of file g_local.h.
Referenced by G_ClientGetFreeSpawnPointForActorSize(), G_ClientSendEdictsAndBrushModels(), G_SendParticle(), G_SpawnParticle(), SP_func_door(), and SP_misc_model().
int edict_s::speed |
speed of entities - e.g. rotating or actors
Definition at line 717 of file g_local.h.
Referenced by G_ClientMove(), G_ClientSendEdictsAndBrushModels(), and SP_func_rotating().
int edict_s::state |
the player state - dead, shaken....
Definition at line 684 of file g_local.h.
Referenced by G_ActorStun(), G_AppearPerishEvent(), G_ClientMove(), G_EventActorDie(), G_EventActorRevitalise(), G_ReactionFireIsPossible(), G_ReactionFireReset(), G_SendInvisible(), and G_SendState().
int edict_s::STUN |
The stun damage received in a mission.
How is this handled after mission-end?
How is this checked to determine the stun-state? (I've found HP<=STUN in g_combat.c:G_Damage)
Definition at line 677 of file g_local.h.
Referenced by AI_SetStats(), G_ActorCheckRevitalise(), G_Damage(), G_EventActorStats(), G_SendCharacterData(), G_SendStats(), G_UpdateStunState(), SP_2x2_start(), SP_alien_start(), SP_civilian_start(), SP_human_start(), SP_player_start(), and Touch_HurtTrigger().
const char* edict_s::target |
name of the entity to trigger or move towards - this name is stored in the target edicts targetname value
Definition at line 718 of file g_local.h.
Referenced by SP_misc_mission(), and SP_trigger_touch().
const char* edict_s::targetname |
name pointed to by target - see the target of the parent edict
Definition at line 719 of file g_local.h.
Referenced by G_FindTargetEntity().
int edict_s::team |
player of which team?
Definition at line 686 of file g_local.h.
Referenced by actorL_team(), AI_ActorThink(), AI_CheckCrouch(), AI_CheckFF(), AI_CheckForMissionTargets(), AI_CheckUsingDoor(), AI_CivilianCalcBestAction(), AI_FighterCalcBestAction(), AI_GetHidingTeam(), AI_HideNeeded(), AI_TurnIntoDirection(), AIL_see(), Door_Use(), G_ActionCheck(), G_Actor2x2Spawn(), G_ActorDie(), G_ActorDieOrStun(), G_ActorDoTurn(), G_ActorGetByUCN(), G_ActorInvMove(), G_ActorRevitalise(), G_ActorShouldStopInMidMove(), G_ActorSpawn(), G_ActorStun(), G_AppearPerishEvent(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientMove(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_ClientTeamInfo(), G_Damage(), G_EdictsGetNextLivingActorOfTeam(), G_EventActorStats(), G_EventSetClientAction(), G_MatchSendResults(), G_MissionThink(), G_MissionTouch(), G_Morale(), G_MoraleBehaviour(), G_PrintActorStats(), G_ReactionFireCanBeEnabled(), G_ReactionFireIsPossible(), G_ReactionFireReset(), G_SendInvisible(), G_SendPlayerStats(), G_SendState(), G_ShootSingle(), G_UpdateCharacterBodycount(), G_UpdateHitScore(), G_UpdateShotMock(), G_Vis(), Reset_RescueTrigger(), SP_2x2_start(), SP_alien_start(), SP_civilian_start(), SP_civilian_target(), SP_human_start(), SP_misc_mission(), SP_misc_mission_aliens(), SP_player_start(), and Touch_RescueTrigger().
void(* edict_s::think)(edict_t *self) |
int edict_s::time |
general purpose 'rounds' variable - set via mapeditor often
Definition at line 726 of file g_local.h.
Referenced by G_MissionThink(), and SP_misc_mission().
qboolean(* edict_s::touch)(edict_t *self, edict_t *activator) |
function to call when triggered - this function should only return true when there is a client action associated with it
Referenced by G_TouchEdicts(), G_TouchSolids(), G_TouchTriggers(), SP_func_breakable(), SP_func_door(), SP_misc_mission(), SP_misc_mission_aliens(), SP_trigger_hurt(), SP_trigger_rescue(), and SP_trigger_touch().
int edict_s::TU |
remaining timeunits for actors or timeunits needed to 'use' this entity
Definition at line 675 of file g_local.h.
Referenced by actorL_shoot(), AI_CheckForMissionTargets(), AI_CivilianCalcBestAction(), AI_FighterCalcBestAction(), AI_PrepBestAction(), AI_Run(), AI_TurnIntoDirection(), AIL_positionherd(), AIL_positionhide(), AIL_positionshoot(), AIL_TU(), G_ActorHasEnoughTUsReactionFire(), G_ActorInvMove(), G_ActorReserveTUs(), G_ActorSetTU(), G_ActorUsableTUs(), G_ActorUseTU(), G_ClientInitActorStates(), G_ClientMove(), G_ClientShoot(), G_ClientUseEdict(), G_EventActorStats(), G_ReactionFireCheckExecution(), G_ReactionFireSearchTarget(), G_ReactionFireTryToShoot(), G_SendStats(), and pos3L_goto().
only used locally in game, not by server
Definition at line 667 of file g_local.h.
Referenced by AI_CheckForMissionTargets(), AI_CheckUsingDoor(), G_ActionCheck(), G_Actor2x2Spawn(), G_ActorSpawn(), G_AppearPerishEvent(), G_BuildForbiddenList(), G_ClientAction(), G_ClientGetFreeSpawnPoint(), G_ClientGetFreeSpawnPointForActorSize(), G_ClientSendEdictsAndBrushModels(), G_EdictAppear(), G_EventSendEdict(), G_FindRadius(), G_GetEdictFromPos(), G_MissionThink(), G_Morale(), G_MoraleBehaviour(), G_SpawnFloor(), G_SpawnParticle(), G_TriggerSpawn(), G_Vis(), SP_civilian_target(), SP_func_breakable(), SP_func_door(), SP_func_rotating(), SP_misc_message(), SP_misc_mission(), SP_misc_mission_aliens(), SP_misc_model(), SP_trigger_hurt(), SP_trigger_rescue(), and SP_trigger_touch().
qboolean(* edict_s::use)(edict_t *self, edict_t *activator) |
general use function that is called when the triggered client action is executed or when the server has to 'use' the entity
activator | Might be NULL if there is no activator |
Referenced by G_MissionThink(), G_MissionUse(), G_UseEdict(), SP_func_door(), SP_misc_message(), and SP_misc_mission().
bitmask of teams that can see this edict
Definition at line 668 of file g_local.h.
Referenced by G_ActorInvMove(), G_AppearPerishEvent(), G_BuildForbiddenList(), G_CenterView(), G_ClearVisFlags(), G_ClientMove(), G_ClientSendEdictsAndBrushModels(), G_ClientShoot(), G_ClientStateChangeUpdate(), G_DoTestVis(), G_EventActorDie(), G_EventActorFall(), G_EventActorRevitalise(), G_EventActorTurn(), G_EventInventoryAmmo(), G_EventPerish(), G_InventoryRemoveItemByID(), G_InventoryToFloor(), G_MatchSendResults(), G_MissionThink(), G_MoraleBehaviour(), G_MoralePanic(), G_MoraleRage(), G_MoraleStopRage(), G_SpawnItemOnFloor(), and G_SplashDamage().