mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-17 11:00:38 +02:00
TypeInfoGen will now autobind doom scripts.
This commit is contained in:
@@ -29,166 +29,9 @@ If you have questions concerning this license or the applicable additional terms
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#include "precompiled.h"
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#include "../Game_local.h"
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const idEventDef EV_Thread_Execute( "<execute>", NULL );
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const idEventDef EV_Thread_SetCallback( "<script_setcallback>", NULL );
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// script callable events
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const idEventDef EV_Thread_TerminateThread( "terminate", "d" );
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const idEventDef EV_Thread_Pause( "pause", NULL );
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const idEventDef EV_Thread_Wait( "wait", "f" );
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const idEventDef EV_Thread_WaitFrame( "waitFrame" );
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const idEventDef EV_Thread_WaitFor( "waitFor", "e" );
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const idEventDef EV_Thread_WaitForThread( "waitForThread", "d" );
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const idEventDef EV_Thread_Print( "print", "s" );
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const idEventDef EV_Thread_PrintLn( "println", "s" );
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const idEventDef EV_Thread_Say( "say", "s" );
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const idEventDef EV_Thread_Assert( "assert", "f" );
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const idEventDef EV_Thread_Trigger( "trigger", "e" );
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const idEventDef EV_Thread_SetCvar( "setcvar", "ss" );
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const idEventDef EV_Thread_GetCvar( "getcvar", "s", 's' );
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const idEventDef EV_Thread_Random( "random", "f", 'f' );
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const idEventDef EV_Thread_GetTime( "getTime", NULL, 'f' );
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const idEventDef EV_Thread_KillThread( "killthread", "s" );
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const idEventDef EV_Thread_SetThreadName( "threadname", "s" );
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const idEventDef EV_Thread_GetEntity( "getEntity", "s", 'e' );
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const idEventDef EV_Thread_Spawn( "spawn", "s", 'e' );
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const idEventDef EV_Thread_CopySpawnArgs( "copySpawnArgs", "e" );
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const idEventDef EV_Thread_SetSpawnArg( "setSpawnArg", "ss" );
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const idEventDef EV_Thread_SpawnString( "SpawnString", "ss", 's' );
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const idEventDef EV_Thread_SpawnFloat( "SpawnFloat", "sf", 'f' );
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const idEventDef EV_Thread_SpawnVector( "SpawnVector", "sv", 'v' );
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const idEventDef EV_Thread_ClearPersistantArgs( "clearPersistantArgs" );
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const idEventDef EV_Thread_SetPersistantArg( "setPersistantArg", "ss" );
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const idEventDef EV_Thread_GetPersistantString( "getPersistantString", "s", 's' );
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const idEventDef EV_Thread_GetPersistantFloat( "getPersistantFloat", "s", 'f' );
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const idEventDef EV_Thread_GetPersistantVector( "getPersistantVector", "s", 'v' );
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const idEventDef EV_Thread_AngToForward( "angToForward", "v", 'v' );
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const idEventDef EV_Thread_AngToRight( "angToRight", "v", 'v' );
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const idEventDef EV_Thread_AngToUp( "angToUp", "v", 'v' );
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const idEventDef EV_Thread_Sine( "sin", "f", 'f' );
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const idEventDef EV_Thread_Cosine( "cos", "f", 'f' );
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const idEventDef EV_Thread_SquareRoot( "sqrt", "f", 'f' );
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const idEventDef EV_Thread_Normalize( "vecNormalize", "v", 'v' );
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const idEventDef EV_Thread_VecLength( "vecLength", "v", 'f' );
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const idEventDef EV_Thread_VecDotProduct( "DotProduct", "vv", 'f' );
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const idEventDef EV_Thread_VecCrossProduct( "CrossProduct", "vv", 'v' );
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const idEventDef EV_Thread_VecToAngles( "VecToAngles", "v", 'v' );
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const idEventDef EV_Thread_OnSignal( "onSignal", "des" );
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const idEventDef EV_Thread_ClearSignal( "clearSignalThread", "de" );
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const idEventDef EV_Thread_SetCamera( "setCamera", "e" );
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const idEventDef EV_Thread_FirstPerson( "firstPerson", NULL );
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const idEventDef EV_Thread_Trace( "trace", "vvvvde", 'f' );
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const idEventDef EV_Thread_TracePoint( "tracePoint", "vvde", 'f' );
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const idEventDef EV_Thread_GetTraceFraction( "getTraceFraction", NULL, 'f' );
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const idEventDef EV_Thread_GetTraceEndPos( "getTraceEndPos", NULL, 'v' );
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const idEventDef EV_Thread_GetTraceNormal( "getTraceNormal", NULL, 'v' );
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const idEventDef EV_Thread_GetTraceEntity( "getTraceEntity", NULL, 'e' );
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const idEventDef EV_Thread_GetTraceJoint( "getTraceJoint", NULL, 's' );
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const idEventDef EV_Thread_GetTraceBody( "getTraceBody", NULL, 's' );
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const idEventDef EV_Thread_FadeIn( "fadeIn", "vf" );
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const idEventDef EV_Thread_FadeOut( "fadeOut", "vf" );
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const idEventDef EV_Thread_FadeTo( "fadeTo", "vff" );
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const idEventDef EV_Thread_StartMusic( "music", "s" );
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const idEventDef EV_Thread_Error( "error", "s" );
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const idEventDef EV_Thread_Warning( "warning", "s" );
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const idEventDef EV_Thread_StrLen( "strLength", "s", 'd' );
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const idEventDef EV_Thread_StrLeft( "strLeft", "sd", 's' );
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const idEventDef EV_Thread_StrRight( "strRight", "sd", 's' );
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const idEventDef EV_Thread_StrSkip( "strSkip", "sd", 's' );
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const idEventDef EV_Thread_StrMid( "strMid", "sdd", 's' );
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const idEventDef EV_Thread_StrToFloat( "strToFloat", "s", 'f' );
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const idEventDef EV_Thread_RadiusDamage( "radiusDamage", "vEEEsf" );
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const idEventDef EV_Thread_IsClient( "isClient", NULL, 'f' );
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const idEventDef EV_Thread_IsMultiplayer( "isMultiplayer", NULL, 'f' );
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const idEventDef EV_Thread_GetFrameTime( "getFrameTime", NULL, 'f' );
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const idEventDef EV_Thread_GetTicsPerSecond( "getTicsPerSecond", NULL, 'f' );
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const idEventDef EV_Thread_DebugLine( "debugLine", "vvvf" );
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const idEventDef EV_Thread_DebugArrow( "debugArrow", "vvvdf" );
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const idEventDef EV_Thread_DebugCircle( "debugCircle", "vvvfdf" );
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const idEventDef EV_Thread_DebugBounds( "debugBounds", "vvvf" );
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const idEventDef EV_Thread_DrawText( "drawText", "svfvdf" );
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const idEventDef EV_Thread_InfluenceActive( "influenceActive", NULL, 'd' );
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CLASS_DECLARATION( idClass, idThread )
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EVENT( EV_Thread_Execute, idThread::Event_Execute )
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EVENT( EV_Thread_TerminateThread, idThread::Event_TerminateThread )
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EVENT( EV_Thread_Pause, idThread::Event_Pause )
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EVENT( EV_Thread_Wait, idThread::Event_Wait )
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EVENT( EV_Thread_WaitFrame, idThread::Event_WaitFrame )
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EVENT( EV_Thread_WaitFor, idThread::Event_WaitFor )
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EVENT( EV_Thread_WaitForThread, idThread::Event_WaitForThread )
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EVENT( EV_Thread_Print, idThread::Event_Print )
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EVENT( EV_Thread_PrintLn, idThread::Event_PrintLn )
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EVENT( EV_Thread_Say, idThread::Event_Say )
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EVENT( EV_Thread_Assert, idThread::Event_Assert )
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EVENT( EV_Thread_Trigger, idThread::Event_Trigger )
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EVENT( EV_Thread_SetCvar, idThread::Event_SetCvar )
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EVENT( EV_Thread_GetCvar, idThread::Event_GetCvar )
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EVENT( EV_Thread_Random, idThread::Event_Random )
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EVENT( EV_Thread_GetTime, idThread::Event_GetTime )
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EVENT( EV_Thread_KillThread, idThread::Event_KillThread )
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EVENT( EV_Thread_SetThreadName, idThread::Event_SetThreadName )
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EVENT( EV_Thread_GetEntity, idThread::Event_GetEntity )
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EVENT( EV_Thread_Spawn, idThread::Event_Spawn )
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EVENT( EV_Thread_CopySpawnArgs, idThread::Event_CopySpawnArgs )
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EVENT( EV_Thread_SetSpawnArg, idThread::Event_SetSpawnArg )
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EVENT( EV_Thread_SpawnString, idThread::Event_SpawnString )
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EVENT( EV_Thread_SpawnFloat, idThread::Event_SpawnFloat )
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EVENT( EV_Thread_SpawnVector, idThread::Event_SpawnVector )
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EVENT( EV_Thread_ClearPersistantArgs, idThread::Event_ClearPersistantArgs )
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EVENT( EV_Thread_SetPersistantArg, idThread::Event_SetPersistantArg )
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EVENT( EV_Thread_GetPersistantString, idThread::Event_GetPersistantString )
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EVENT( EV_Thread_GetPersistantFloat, idThread::Event_GetPersistantFloat )
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EVENT( EV_Thread_GetPersistantVector, idThread::Event_GetPersistantVector )
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EVENT( EV_Thread_AngToForward, idThread::Event_AngToForward )
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EVENT( EV_Thread_AngToRight, idThread::Event_AngToRight )
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EVENT( EV_Thread_AngToUp, idThread::Event_AngToUp )
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EVENT( EV_Thread_Sine, idThread::Event_GetSine )
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EVENT( EV_Thread_Cosine, idThread::Event_GetCosine )
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EVENT( EV_Thread_SquareRoot, idThread::Event_GetSquareRoot )
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EVENT( EV_Thread_Normalize, idThread::Event_VecNormalize )
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EVENT( EV_Thread_VecLength, idThread::Event_VecLength )
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EVENT( EV_Thread_VecDotProduct, idThread::Event_VecDotProduct )
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EVENT( EV_Thread_VecCrossProduct, idThread::Event_VecCrossProduct )
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EVENT( EV_Thread_VecToAngles, idThread::Event_VecToAngles )
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EVENT( EV_Thread_OnSignal, idThread::Event_OnSignal )
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EVENT( EV_Thread_ClearSignal, idThread::Event_ClearSignalThread )
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EVENT( EV_Thread_SetCamera, idThread::Event_SetCamera )
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EVENT( EV_Thread_FirstPerson, idThread::Event_FirstPerson )
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EVENT( EV_Thread_Trace, idThread::Event_Trace )
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EVENT( EV_Thread_TracePoint, idThread::Event_TracePoint )
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EVENT( EV_Thread_GetTraceFraction, idThread::Event_GetTraceFraction )
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EVENT( EV_Thread_GetTraceEndPos, idThread::Event_GetTraceEndPos )
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EVENT( EV_Thread_GetTraceNormal, idThread::Event_GetTraceNormal )
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EVENT( EV_Thread_GetTraceEntity, idThread::Event_GetTraceEntity )
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EVENT( EV_Thread_GetTraceJoint, idThread::Event_GetTraceJoint )
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EVENT( EV_Thread_GetTraceBody, idThread::Event_GetTraceBody )
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EVENT( EV_Thread_FadeIn, idThread::Event_FadeIn )
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EVENT( EV_Thread_FadeOut, idThread::Event_FadeOut )
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EVENT( EV_Thread_FadeTo, idThread::Event_FadeTo )
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EVENT( EV_SetShaderParm, idThread::Event_SetShaderParm )
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EVENT( EV_Thread_StartMusic, idThread::Event_StartMusic )
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EVENT( EV_Thread_Warning, idThread::Event_Warning )
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EVENT( EV_Thread_Error, idThread::Event_Error )
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EVENT( EV_Thread_StrLen, idThread::Event_StrLen )
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EVENT( EV_Thread_StrLeft, idThread::Event_StrLeft )
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EVENT( EV_Thread_StrRight, idThread::Event_StrRight )
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EVENT( EV_Thread_StrSkip, idThread::Event_StrSkip )
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EVENT( EV_Thread_StrMid, idThread::Event_StrMid )
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EVENT( EV_Thread_StrToFloat, idThread::Event_StrToFloat )
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EVENT( EV_Thread_RadiusDamage, idThread::Event_RadiusDamage )
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EVENT( EV_Thread_IsClient, idThread::Event_IsClient )
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EVENT( EV_Thread_IsMultiplayer, idThread::Event_IsMultiplayer )
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EVENT( EV_Thread_GetFrameTime, idThread::Event_GetFrameTime )
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EVENT( EV_Thread_GetTicsPerSecond, idThread::Event_GetTicsPerSecond )
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EVENT( EV_CacheSoundShader, idThread::Event_CacheSoundShader )
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EVENT( EV_Thread_DebugLine, idThread::Event_DebugLine )
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EVENT( EV_Thread_DebugArrow, idThread::Event_DebugArrow )
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EVENT( EV_Thread_DebugCircle, idThread::Event_DebugCircle )
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EVENT( EV_Thread_DebugBounds, idThread::Event_DebugBounds )
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EVENT( EV_Thread_DrawText, idThread::Event_DrawText )
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EVENT( EV_Thread_InfluenceActive, idThread::Event_InfluenceActive )
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END_CLASS
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idThread *idThread::currentThread = NULL;
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int idThread::threadIndex = 0;
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@@ -532,11 +375,11 @@ idThread::DelayedStart
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================
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*/
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void idThread::DelayedStart( int delay ) {
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CancelEvents( &EV_Thread_Execute );
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CancelEvents( &EV_idThread_Execute );
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if ( gameLocal.time <= 0 ) {
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delay++;
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}
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PostEventMS( &EV_Thread_Execute, delay );
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PostEventMS( &EV_idThread_Execute, delay );
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}
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/*
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@@ -547,7 +390,7 @@ idThread::Start
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bool idThread::Start( void ) {
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bool result;
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CancelEvents( &EV_Thread_Execute );
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CancelEvents( &EV_idThread_Execute );
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result = Execute();
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return result;
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@@ -662,9 +505,9 @@ bool idThread::Execute( void ) {
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}
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} else if ( !manualControl ) {
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if ( waitingUntil > lastExecuteTime ) {
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PostEventMS( &EV_Thread_Execute, waitingUntil - lastExecuteTime );
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PostEventMS( &EV_idThread_Execute, waitingUntil - lastExecuteTime );
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} else if ( interpreter.MultiFrameEventInProgress() ) {
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PostEventMS( &EV_Thread_Execute, gameLocal.msec );
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PostEventMS( &EV_idThread_Execute, gameLocal.msec );
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}
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}
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@@ -1029,8 +872,11 @@ idThread::Event_Trigger
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*/
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void idThread::Event_Trigger( idEntity *ent ) {
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if ( ent ) {
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const idEventDef *activateEvent = ent->FindEventDef( "activate", "e" );
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ent->Signal( SIG_TRIGGER );
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ent->ProcessEvent( &EV_Activate, gameLocal.GetLocalPlayer() );
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if ( activateEvent ) {
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ent->ProcessEvent( activateEvent, gameLocal.GetLocalPlayer() );
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}
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ent->TriggerGuis();
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}
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}
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@@ -33,50 +33,6 @@ If you have questions concerning this license or the applicable additional terms
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#include "gamesys/Class.h"
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#include "gamesys/Event.h"
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extern const idEventDef EV_Thread_Execute;
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extern const idEventDef EV_Thread_SetCallback;
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extern const idEventDef EV_Thread_TerminateThread;
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extern const idEventDef EV_Thread_Pause;
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extern const idEventDef EV_Thread_Wait;
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extern const idEventDef EV_Thread_WaitFrame;
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extern const idEventDef EV_Thread_WaitFor;
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extern const idEventDef EV_Thread_WaitForThread;
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extern const idEventDef EV_Thread_Print;
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extern const idEventDef EV_Thread_PrintLn;
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extern const idEventDef EV_Thread_Say;
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extern const idEventDef EV_Thread_Assert;
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extern const idEventDef EV_Thread_Trigger;
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extern const idEventDef EV_Thread_SetCvar;
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extern const idEventDef EV_Thread_GetCvar;
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extern const idEventDef EV_Thread_Random;
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extern const idEventDef EV_Thread_GetTime;
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extern const idEventDef EV_Thread_KillThread;
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extern const idEventDef EV_Thread_SetThreadName;
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extern const idEventDef EV_Thread_GetEntity;
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extern const idEventDef EV_Thread_Spawn;
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extern const idEventDef EV_Thread_SetSpawnArg;
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extern const idEventDef EV_Thread_SpawnString;
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extern const idEventDef EV_Thread_SpawnFloat;
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extern const idEventDef EV_Thread_SpawnVector;
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extern const idEventDef EV_Thread_AngToForward;
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extern const idEventDef EV_Thread_AngToRight;
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extern const idEventDef EV_Thread_AngToUp;
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extern const idEventDef EV_Thread_Sine;
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extern const idEventDef EV_Thread_Cosine;
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extern const idEventDef EV_Thread_Normalize;
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extern const idEventDef EV_Thread_VecLength;
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extern const idEventDef EV_Thread_VecDotProduct;
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extern const idEventDef EV_Thread_VecCrossProduct;
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extern const idEventDef EV_Thread_OnSignal;
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extern const idEventDef EV_Thread_ClearSignal;
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extern const idEventDef EV_Thread_SetCamera;
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extern const idEventDef EV_Thread_FirstPerson;
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extern const idEventDef EV_Thread_TraceFraction;
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extern const idEventDef EV_Thread_TracePos;
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extern const idEventDef EV_Thread_FadeIn;
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extern const idEventDef EV_Thread_FadeOut;
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extern const idEventDef EV_Thread_FadeTo;
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extern const idEventDef EV_Thread_Restart;
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class idThread : public idClass {
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private:
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@@ -105,87 +61,165 @@ private:
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void Init( void );
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void Pause( void );
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ID_SCRIPT_EVENT( "<execute>", 0 )
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void Event_Execute( void );
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ID_SCRIPT_EVENT( "threadname", 0 )
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void Event_SetThreadName( const char *name );
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//
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// script callable Events
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//
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ID_SCRIPT_EVENT( "terminate", 0 )
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void Event_TerminateThread( int num );
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ID_SCRIPT_EVENT( "pause", 0 )
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void Event_Pause( void );
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ID_SCRIPT_EVENT( "wait", 0 )
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void Event_Wait( float time );
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ID_SCRIPT_EVENT( "waitFrame", 0 )
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void Event_WaitFrame( void );
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ID_SCRIPT_EVENT( "waitFor", 0 )
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void Event_WaitFor( idEntity *ent );
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ID_SCRIPT_EVENT( "waitForThread", 0 )
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void Event_WaitForThread( int num );
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ID_SCRIPT_EVENT( "print", 0 )
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void Event_Print( const char *text );
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ID_SCRIPT_EVENT( "println", 0 )
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void Event_PrintLn( const char *text );
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ID_SCRIPT_EVENT( "say", 0 )
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void Event_Say( const char *text );
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ID_SCRIPT_EVENT( "assert", 0 )
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void Event_Assert( float value );
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ID_SCRIPT_EVENT( "trigger", 0 )
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void Event_Trigger( idEntity *ent );
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ID_SCRIPT_EVENT( "setcvar", 0 )
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void Event_SetCvar( const char *name, const char *value ) const;
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ID_SCRIPT_EVENT( "getcvar", 's' )
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void Event_GetCvar( const char *name ) const;
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ID_SCRIPT_EVENT( "random", 'f' )
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void Event_Random( float range ) const;
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ID_SCRIPT_EVENT( "getTime", 'f' )
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void Event_GetTime( void );
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ID_SCRIPT_EVENT( "killthread", 0 )
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void Event_KillThread( const char *name );
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ID_SCRIPT_EVENT( "getEntity", 'e' )
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void Event_GetEntity( const char *name );
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ID_SCRIPT_EVENT( "spawn", 'e' )
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void Event_Spawn( const char *classname );
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ID_SCRIPT_EVENT( "copySpawnArgs", 0 )
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void Event_CopySpawnArgs( idEntity *ent );
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ID_SCRIPT_EVENT( "setSpawnArg", 0 )
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void Event_SetSpawnArg( const char *key, const char *value );
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ID_SCRIPT_EVENT( "SpawnString", 's' )
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void Event_SpawnString( const char *key, const char *defaultvalue );
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ID_SCRIPT_EVENT( "SpawnFloat", 'f' )
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void Event_SpawnFloat( const char *key, float defaultvalue );
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ID_SCRIPT_EVENT( "SpawnVector", 'v' )
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void Event_SpawnVector( const char *key, idVec3 &defaultvalue );
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ID_SCRIPT_EVENT( "clearPersistantArgs", 0 )
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void Event_ClearPersistantArgs( void );
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ID_SCRIPT_EVENT( "setPersistantArg", 0 )
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void Event_SetPersistantArg( const char *key, const char *value );
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ID_SCRIPT_EVENT( "getPersistantString", 's' )
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void Event_GetPersistantString( const char *key );
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ID_SCRIPT_EVENT( "getPersistantFloat", 'f' )
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void Event_GetPersistantFloat( const char *key );
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ID_SCRIPT_EVENT( "getPersistantVector", 'v' )
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void Event_GetPersistantVector( const char *key );
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ID_SCRIPT_EVENT( "angToForward", 'v' )
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void Event_AngToForward( idAngles &ang );
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ID_SCRIPT_EVENT( "angToRight", 'v' )
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void Event_AngToRight( idAngles &ang );
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ID_SCRIPT_EVENT( "angToUp", 'v' )
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void Event_AngToUp( idAngles &ang );
|
||||
ID_SCRIPT_EVENT( "sin", 'f' )
|
||||
void Event_GetSine( float angle );
|
||||
ID_SCRIPT_EVENT( "cos", 'f' )
|
||||
void Event_GetCosine( float angle );
|
||||
ID_SCRIPT_EVENT( "sqrt", 'f' )
|
||||
void Event_GetSquareRoot( float theSquare );
|
||||
ID_SCRIPT_EVENT( "vecNormalize", 'v' )
|
||||
void Event_VecNormalize( idVec3 &vec );
|
||||
ID_SCRIPT_EVENT( "vecLength", 'f' )
|
||||
void Event_VecLength( idVec3 &vec );
|
||||
ID_SCRIPT_EVENT( "DotProduct", 'f' )
|
||||
void Event_VecDotProduct( idVec3 &vec1, idVec3 &vec2 );
|
||||
ID_SCRIPT_EVENT( "CrossProduct", 'v' )
|
||||
void Event_VecCrossProduct( idVec3 &vec1, idVec3 &vec2 );
|
||||
ID_SCRIPT_EVENT( "VecToAngles", 'v' )
|
||||
void Event_VecToAngles( idVec3 &vec );
|
||||
ID_SCRIPT_EVENT( "onSignal", 0 )
|
||||
void Event_OnSignal( int signal, idEntity *ent, const char *func );
|
||||
ID_SCRIPT_EVENT( "clearSignalThread", 0 )
|
||||
void Event_ClearSignalThread( int signal, idEntity *ent );
|
||||
ID_SCRIPT_EVENT( "setCamera", 0 )
|
||||
void Event_SetCamera( idEntity *ent );
|
||||
ID_SCRIPT_EVENT( "firstPerson", 0 )
|
||||
void Event_FirstPerson( void );
|
||||
ID_SCRIPT_EVENT( "trace", 'f' )
|
||||
void Event_Trace( const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity );
|
||||
ID_SCRIPT_EVENT( "tracePoint", 'f' )
|
||||
void Event_TracePoint( const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity );
|
||||
ID_SCRIPT_EVENT( "getTraceFraction", 'f' )
|
||||
void Event_GetTraceFraction( void );
|
||||
ID_SCRIPT_EVENT( "getTraceEndPos", 'v' )
|
||||
void Event_GetTraceEndPos( void );
|
||||
ID_SCRIPT_EVENT( "getTraceNormal", 'v' )
|
||||
void Event_GetTraceNormal( void );
|
||||
ID_SCRIPT_EVENT( "getTraceEntity", 'e' )
|
||||
void Event_GetTraceEntity( void );
|
||||
ID_SCRIPT_EVENT( "getTraceJoint", 's' )
|
||||
void Event_GetTraceJoint( void );
|
||||
ID_SCRIPT_EVENT( "getTraceBody", 's' )
|
||||
void Event_GetTraceBody( void );
|
||||
ID_SCRIPT_EVENT( "fadeIn", 0 )
|
||||
void Event_FadeIn( idVec3 &color, float time );
|
||||
ID_SCRIPT_EVENT( "fadeOut", 0 )
|
||||
void Event_FadeOut( idVec3 &color, float time );
|
||||
ID_SCRIPT_EVENT( "fadeTo", 0 )
|
||||
void Event_FadeTo( idVec3 &color, float alpha, float time );
|
||||
ID_SCRIPT_EVENT( "setShaderParm", 0 )
|
||||
void Event_SetShaderParm( int parmnum, float value );
|
||||
ID_SCRIPT_EVENT( "music", 0 )
|
||||
void Event_StartMusic( const char *name );
|
||||
ID_SCRIPT_EVENT( "warning", 0 )
|
||||
void Event_Warning( const char *text );
|
||||
ID_SCRIPT_EVENT( "error", 0 )
|
||||
void Event_Error( const char *text );
|
||||
ID_SCRIPT_EVENT( "strLength", 'd' )
|
||||
void Event_StrLen( const char *string );
|
||||
ID_SCRIPT_EVENT( "strLeft", 's' )
|
||||
void Event_StrLeft( const char *string, int num );
|
||||
ID_SCRIPT_EVENT( "strRight", 's' )
|
||||
void Event_StrRight( const char *string, int num );
|
||||
ID_SCRIPT_EVENT( "strSkip", 's' )
|
||||
void Event_StrSkip( const char *string, int num );
|
||||
ID_SCRIPT_EVENT( "strMid", 's' )
|
||||
void Event_StrMid( const char *string, int start, int num );
|
||||
ID_SCRIPT_EVENT( "strToFloat", 'f' )
|
||||
void Event_StrToFloat( const char *string );
|
||||
ID_SCRIPT_EVENT( "radiusDamage", 0 )
|
||||
void Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower );
|
||||
ID_SCRIPT_EVENT( "isClient", 'f' )
|
||||
void Event_IsClient( void );
|
||||
ID_SCRIPT_EVENT( "isMultiplayer", 'f' )
|
||||
void Event_IsMultiplayer( void );
|
||||
ID_SCRIPT_EVENT( "getFrameTime", 'f' )
|
||||
void Event_GetFrameTime( void );
|
||||
ID_SCRIPT_EVENT( "getTicsPerSecond", 'f' )
|
||||
void Event_GetTicsPerSecond( void );
|
||||
ID_SCRIPT_EVENT( "cacheSoundShader", 0 )
|
||||
void Event_CacheSoundShader( const char *soundName );
|
||||
ID_SCRIPT_EVENT( "debugLine", 0 )
|
||||
void Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime );
|
||||
ID_SCRIPT_EVENT( "debugArrow", 0 )
|
||||
void Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime );
|
||||
ID_SCRIPT_EVENT( "debugCircle", 0 )
|
||||
void Event_DebugCircle( const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime );
|
||||
ID_SCRIPT_EVENT( "debugBounds", 0 )
|
||||
void Event_DebugBounds( const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime );
|
||||
ID_SCRIPT_EVENT( "drawText", 0 )
|
||||
void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
|
||||
ID_SCRIPT_EVENT( "influenceActive", 'd' )
|
||||
void Event_InfluenceActive( void );
|
||||
|
||||
public:
|
||||
@@ -234,7 +268,7 @@ public:
|
||||
static void KillThread( const char *name );
|
||||
static void KillThread( int num );
|
||||
bool Execute( void );
|
||||
void ManualControl( void ) { manualControl = true; CancelEvents( &EV_Thread_Execute ); };
|
||||
void ManualControl( void ) { manualControl = true; CancelEvents( &EV_idThread_Execute); };
|
||||
void DoneProcessing( void ) { interpreter.doneProcessing = true; };
|
||||
void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
|
||||
bool ThreadDying( void ) { return interpreter.threadDying; };
|
||||
|
||||
Reference in New Issue
Block a user