FTEQW
Documentation of the FTE engine source tree.
sv_move.c File Reference

Functions

hull_tQ1BSP_ChooseHull (model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset)
 
qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up)
 
qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void(*set_move_trace)(pubprogfuncs_t *prinst, trace_t *trace))
 
qboolean World_GetEntGravityAxis (wedict_t *ent, vec3_t axis[3])
 
float World_changeyaw (wedict_t *ent)
 
qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3])
 
void World_FixCheckBottom (wedict_t *ent)
 
void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3])
 
qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
 
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
 
void WayNet_Done (struct waypointnetwork_s *net)
 
int QDECL WayNet_Prioritise (const void *a, const void *b)
 
int WayNet_FindNearestNode (struct waypointnetwork_s *net, vec3_t pos)
 
void Route_Calculated (void *ctx, void *data, size_t a, size_t b)
 
void Route_Calculate (void *ctx, void *data, size_t a, size_t b)
 
void QCBUILTIN PF_route_calculate (pubprogfuncs_t *prinst, struct globalvars_s *pr_globals)
 
void PR_Route_Visualise (void)
 
void PR_Route_Shutdown (world_t *world)
 
void PR_Route_Init (void)
 

Function Documentation

◆ PF_route_calculate()

void QCBUILTIN PF_route_calculate ( pubprogfuncs_t prinst,
struct globalvars_s pr_globals 
)

◆ PR_Route_Init()

void PR_Route_Init ( void  )

◆ PR_Route_Shutdown()

void PR_Route_Shutdown ( world_t world)

◆ PR_Route_Visualise()

void PR_Route_Visualise ( void  )

◆ Q1BSP_ChooseHull()

hull_t * Q1BSP_ChooseHull ( model_t model,
int  hullnum,
vec3_t  mins,
vec3_t  maxs,
vec3_t  offset 
)

◆ Route_Calculate()

void Route_Calculate ( void ctx,
void data,
size_t  a,
size_t  b 
)

◆ Route_Calculated()

void Route_Calculated ( void ctx,
void data,
size_t  a,
size_t  b 
)

◆ WayNet_Done()

void WayNet_Done ( struct waypointnetwork_s *  net)

◆ WayNet_FindNearestNode()

int WayNet_FindNearestNode ( struct waypointnetwork_s *  net,
vec3_t  pos 
)

◆ WayNet_Prioritise()

int QDECL WayNet_Prioritise ( const void a,
const void b 
)

◆ World_changeyaw()

float World_changeyaw ( wedict_t ent)

◆ World_CheckBottom()

qboolean World_CheckBottom ( world_t world,
wedict_t ent,
vec3_t  up 
)

◆ World_CloseEnough()

qboolean World_CloseEnough ( wedict_t ent,
wedict_t goal,
float  dist 
)

◆ World_FixCheckBottom()

void World_FixCheckBottom ( wedict_t ent)

◆ World_GetEntGravityAxis()

qboolean World_GetEntGravityAxis ( wedict_t ent,
vec3_t  axis[3] 
)

◆ World_movestep()

qboolean World_movestep ( world_t world,
wedict_t ent,
vec3_t  move,
vec3_t  axis[3],
qboolean  relink,
qboolean  noenemy,
void(*)(pubprogfuncs_t *prinst, trace_t *trace)  set_move_trace 
)

◆ World_MoveToGoal()

qboolean World_MoveToGoal ( world_t world,
wedict_t ent,
float  dist 
)

◆ World_NewChaseDir()

void World_NewChaseDir ( world_t world,
wedict_t actor,
wedict_t enemy,
float  dist,
vec3_t  axis[3] 
)

◆ World_StepDirection()

qboolean World_StepDirection ( world_t world,
wedict_t ent,
float  yaw,
float  dist,
vec3_t  axis[3] 
)