Searched refs:idAFAttachment (Results 1 – 18 of 18) sorted by relevance
257 idAFAttachment::idAFAttachment( void ) { in CLASS_DECLARATION()269 idAFAttachment::~idAFAttachment( void ) { in ~idAFAttachment()282 void idAFAttachment::Spawn( void ) { in Spawn()308 void idAFAttachment::ClearBody( void ) { in ClearBody()357 void idAFAttachment::Hide( void ) { in Hide()367 void idAFAttachment::Show( void ) { in Show()455 void idAFAttachment::Think( void ) { in Think()1404 idAFAttachment *headEnt; in SetupHead()1419 …headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, NULL ) ); in SetupHead()1448 idAFAttachment *headEnt; in LinkCombat()[all …]
99 class idAFAttachment : public idAnimatedEntity {101 CLASS_PROTOTYPE( idAFAttachment );103 idAFAttachment( void );104 virtual ~idAFAttachment( void );307 idEntityPtr<idAFAttachment> head;
3637 if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { in RadiusDamage()3638 inflictor = static_cast<idAFAttachment*>(inflictor)->GetBody(); in RadiusDamage()3640 if ( attacker && attacker->IsType( idAFAttachment::Type ) ) { in RadiusDamage()3641 attacker = static_cast<idAFAttachment*>(attacker)->GetBody(); in RadiusDamage()3656 …if ( ent == inflictor || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent… in RadiusDamage()3660 …if ( ent == ignoreDamage || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(… in RadiusDamage()3693 …if ( ent == attacker || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent)… in RadiusDamage()3729 if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { in RadiusPush()3732 if ( ignore && ignore->IsType( idAFAttachment::Type ) ) { in RadiusPush()3759 …if ( ent == ignore || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent)->… in RadiusPush()[all …]
659 idAFAttachment *headEnt; in SetupHead()696 …headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, &args ) … in SetupHead()1539 idAFAttachment *headEnt; in SetCombatModel()1571 idAFAttachment *headEnt; in LinkCombat()1592 idAFAttachment *headEnt; in UnlinkCombat()2060 idAFAttachment *headEnt; in SyncAnimChannels()
229 idEntityPtr<idAFAttachment> head;
543 …ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAtt… in Collide()1045 …ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAtt… in ClientPredictionCollide()
1509 idAFAttachment *headEnt = head.GetEntity(); in Spawn()4431 if ( ent->IsType( idAFAttachment::Type ) ) { in UpdateFocus()4432 idEntity *body = static_cast<idAFAttachment *>( ent )->GetBody(); in UpdateFocus()
3022 …tBool( "no_Weapons" ) && ( ent->IsType( idActor::Type ) || ent->IsType( idAFAttachment::Type) ) ) { in Event_Melee()
258 idAFAttachment::idAFAttachment( void ) { in CLASS_DECLARATION()270 idAFAttachment::~idAFAttachment( void ) { in ~idAFAttachment()283 void idAFAttachment::Spawn( void ) { in Spawn()309 void idAFAttachment::ClearBody( void ) { in ClearBody()358 void idAFAttachment::Hide( void ) { in Hide()368 void idAFAttachment::Show( void ) { in Show()456 void idAFAttachment::Think( void ) { in Think()1480 idAFAttachment *headEnt; in SetupHead()1495 …headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, NULL ) ); in SetupHead()1531 idAFAttachment *headEnt; in LinkCombat()[all …]
99 class idAFAttachment : public idAnimatedEntity {101 CLASS_PROTOTYPE( idAFAttachment );103 idAFAttachment( void );104 virtual ~idAFAttachment( void );323 idEntityPtr<idAFAttachment> head;
3919 if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { in RadiusDamage()3920 inflictor = static_cast<idAFAttachment*>(inflictor)->GetBody(); in RadiusDamage()3922 if ( attacker && attacker->IsType( idAFAttachment::Type ) ) { in RadiusDamage()3923 attacker = static_cast<idAFAttachment*>(attacker)->GetBody(); in RadiusDamage()3938 …if ( ent == inflictor || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent… in RadiusDamage()3942 …if ( ent == ignoreDamage || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(… in RadiusDamage()3975 …if ( ent == attacker || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent)… in RadiusDamage()4011 if ( inflictor && inflictor->IsType( idAFAttachment::Type ) ) { in RadiusPush()4014 if ( ignore && ignore->IsType( idAFAttachment::Type ) ) { in RadiusPush()4041 …if ( ent == ignore || ( ent->IsType( idAFAttachment::Type ) && static_cast<idAFAttachment*>(ent)->… in RadiusPush()[all …]
679 idAFAttachment *headEnt; in SetupHead()722 …headEnt = static_cast<idAFAttachment *>( gameLocal.SpawnEntityType( idAFAttachment::Type, &args ) … in SetupHead()1587 idAFAttachment *headEnt; in SetCombatModel()1619 idAFAttachment *headEnt; in LinkCombat()1640 idAFAttachment *headEnt; in UnlinkCombat()2108 idAFAttachment *headEnt; in SyncAnimChannels()
237 idEntityPtr<idAFAttachment> head;
589 …ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAtt… in Collide()1218 …ent->IsType( idActor::Type ) || ( ent->IsType( idAFAttachment::Type ) && static_cast<const idAFAtt… in ClientPredictionCollide()
1824 idAFAttachment *headEnt = head.GetEntity(); in Spawn()5400 if ( ent->IsType( idAFAttachment::Type ) ) {5401 idEntity *body = static_cast<idAFAttachment *>( ent )->GetBody();
3769 …tBool( "no_Weapons" ) && ( ent->IsType( idActor::Type ) || ent->IsType( idAFAttachment::Type) ) ) {
4720 idAFAttachment *headEnt = head.GetEntity(); in UpdateAnimationControllers()
4971 idAFAttachment *headEnt = head.GetEntity(); in UpdateAnimationControllers()