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movable.cpp File Reference
#include <math.h>
#include <algorithm>
#include "inexor/engine/decal.hpp"
#include "inexor/fpsgame/entities.hpp"
#include "inexor/fpsgame/fps.hpp"
#include "inexor/fpsgame/fpsent.hpp"
#include "inexor/fpsgame/guns.hpp"
#include "inexor/fpsgame/weapon.hpp"
#include "inexor/gamemode/gamemode.hpp"
#include "inexor/model/model.hpp"
#include "inexor/physics/physics.hpp"
#include "inexor/shared/command.hpp"
#include "inexor/shared/cube_loops.hpp"
#include "inexor/shared/cube_vector.hpp"
#include "inexor/shared/ents.hpp"
#include "inexor/shared/geom.hpp"
#include "inexor/shared/tools.hpp"
#include "inexor/util/legacy_time.hpp"

Classes

struct  game::movable
 

Namespaces

 game
 implementation of basic game functionsand cubescript bindings
 

Enumerations

enum  {
  game::BOXWEIGHT = 25, game::BARRELHEALTH = 50, game::BARRELWEIGHT = 25, game::OBSTACLEHEALTH = 1,
  game::PLATFORMWEIGHT = 1000, game::PLATFORMSPEED = 8, game::EXPLODEDELAY = 200
}
 

Functions

void game::clearmovables ()
 
void game::triggerplatform (int tag, int newdir)
 
 game::ICOMMAND (platform,"ii",(int *tag, int *newdir), triggerplatform(*tag,*newdir))
 
void game::stackmovable (movable *d, physent *o)
 
void game::updatemovables (int curtime)
 
void game::rendermovables ()
 
void game::suicidemovable (movable *m)
 
void game::hitmovable (int damage, movable *m, fpsent *at, const vec &vel, int gun)
 
bool game::isobstaclealive (movable *m)
 

Variables

int physsteps
 
vector< movable * > game::movables
 

Variable Documentation

int physsteps

Referenced by game::updatemovables().