mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-13 16:51:14 +02:00
368 lines
14 KiB
C++
368 lines
14 KiB
C++
/*
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===========================================================================
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IceTech GPL Source Code
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Copyright (C) 2026 Justin Marshall
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This file is part of the IceTech GPL Source Code ("IceTech Source Code").
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IceTech Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IceTech Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com
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===========================================================================
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*/
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#ifndef __SCRIPT_THREAD_H__
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#define __SCRIPT_THREAD_H__
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#include "script/Script_Interpreter.h"
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#include "gamesys/Class.h"
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#include "gamesys/Event.h"
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class idThread : public idClass {
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private:
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static idThread *currentThread;
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idThread *waitingForThread;
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int waitingFor;
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int waitingUntil;
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idInterpreter interpreter;
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idDict spawnArgs;
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int threadNum;
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idStr threadName;
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int lastExecuteTime;
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int creationTime;
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bool manualControl;
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static int threadIndex;
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static idList<idThread *> threadList;
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static trace_t trace;
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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 );
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ID_SCRIPT_EVENT( "sin", 'f' )
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void Event_GetSine( float angle );
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ID_SCRIPT_EVENT( "cos", 'f' )
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void Event_GetCosine( float angle );
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ID_SCRIPT_EVENT( "sqrt", 'f' )
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void Event_GetSquareRoot( float theSquare );
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ID_SCRIPT_EVENT( "vecNormalize", 'v' )
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void Event_VecNormalize( idVec3 &vec );
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ID_SCRIPT_EVENT( "vecLength", 'f' )
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void Event_VecLength( idVec3 &vec );
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ID_SCRIPT_EVENT( "DotProduct", 'f' )
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void Event_VecDotProduct( idVec3 &vec1, idVec3 &vec2 );
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ID_SCRIPT_EVENT( "CrossProduct", 'v' )
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void Event_VecCrossProduct( idVec3 &vec1, idVec3 &vec2 );
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ID_SCRIPT_EVENT( "VecToAngles", 'v' )
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void Event_VecToAngles( idVec3 &vec );
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ID_SCRIPT_EVENT( "onSignal", 0 )
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void Event_OnSignal( int signal, idEntity *ent, const char *func );
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ID_SCRIPT_EVENT( "clearSignalThread", 0 )
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void Event_ClearSignalThread( int signal, idEntity *ent );
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ID_SCRIPT_EVENT( "setCamera", 0 )
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void Event_SetCamera( idEntity *ent );
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ID_SCRIPT_EVENT( "firstPerson", 0 )
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void Event_FirstPerson( void );
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ID_SCRIPT_EVENT( "trace", 'f' )
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void Event_Trace( const idVec3 &start, const idVec3 &end, const idVec3 &mins, const idVec3 &maxs, int contents_mask, idEntity *passEntity );
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ID_SCRIPT_EVENT( "tracePoint", 'f' )
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void Event_TracePoint( const idVec3 &start, const idVec3 &end, int contents_mask, idEntity *passEntity );
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ID_SCRIPT_EVENT( "getTraceFraction", 'f' )
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void Event_GetTraceFraction( void );
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ID_SCRIPT_EVENT( "getTraceEndPos", 'v' )
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void Event_GetTraceEndPos( void );
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ID_SCRIPT_EVENT( "getTraceNormal", 'v' )
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void Event_GetTraceNormal( void );
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ID_SCRIPT_EVENT( "getTraceEntity", 'e' )
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void Event_GetTraceEntity( void );
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ID_SCRIPT_EVENT( "getTraceJoint", 's' )
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void Event_GetTraceJoint( void );
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ID_SCRIPT_EVENT( "getTraceBody", 's' )
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void Event_GetTraceBody( void );
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ID_SCRIPT_EVENT( "fadeIn", 0 )
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void Event_FadeIn( idVec3 &color, float time );
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ID_SCRIPT_EVENT( "fadeOut", 0 )
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void Event_FadeOut( idVec3 &color, float time );
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ID_SCRIPT_EVENT( "fadeTo", 0 )
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void Event_FadeTo( idVec3 &color, float alpha, float time );
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ID_SCRIPT_EVENT( "setShaderParm", 0 )
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void Event_SetShaderParm( int parmnum, float value );
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ID_SCRIPT_EVENT( "music", 0 )
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void Event_StartMusic( const char *name );
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ID_SCRIPT_EVENT( "warning", 0 )
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void Event_Warning( const char *text );
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ID_SCRIPT_EVENT( "error", 0 )
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void Event_Error( const char *text );
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ID_SCRIPT_EVENT( "strLength", 'd' )
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void Event_StrLen( const char *string );
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ID_SCRIPT_EVENT( "strLeft", 's' )
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void Event_StrLeft( const char *string, int num );
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ID_SCRIPT_EVENT( "strRight", 's' )
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void Event_StrRight( const char *string, int num );
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ID_SCRIPT_EVENT( "strSkip", 's' )
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void Event_StrSkip( const char *string, int num );
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ID_SCRIPT_EVENT( "strMid", 's' )
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void Event_StrMid( const char *string, int start, int num );
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ID_SCRIPT_EVENT( "strToFloat", 'f' )
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void Event_StrToFloat( const char *string );
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ID_SCRIPT_EVENT( "radiusDamage", 0 )
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void Event_RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignore, const char *damageDefName, float dmgPower );
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ID_SCRIPT_EVENT( "isClient", 'f' )
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void Event_IsClient( void );
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ID_SCRIPT_EVENT( "isMultiplayer", 'f' )
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void Event_IsMultiplayer( void );
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ID_SCRIPT_EVENT( "getFrameTime", 'f' )
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void Event_GetFrameTime( void );
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ID_SCRIPT_EVENT( "getTicsPerSecond", 'f' )
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void Event_GetTicsPerSecond( void );
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ID_SCRIPT_EVENT( "cacheSoundShader", 0 )
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void Event_CacheSoundShader( const char *soundName );
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ID_SCRIPT_EVENT( "debugLine", 0 )
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void Event_DebugLine( const idVec3 &color, const idVec3 &start, const idVec3 &end, const float lifetime );
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ID_SCRIPT_EVENT( "debugArrow", 0 )
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void Event_DebugArrow( const idVec3 &color, const idVec3 &start, const idVec3 &end, const int size, const float lifetime );
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ID_SCRIPT_EVENT( "debugCircle", 0 )
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void Event_DebugCircle( const idVec3 &color, const idVec3 &origin, const idVec3 &dir, const float radius, const int numSteps, const float lifetime );
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ID_SCRIPT_EVENT( "debugBounds", 0 )
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void Event_DebugBounds( const idVec3 &color, const idVec3 &mins, const idVec3 &maxs, const float lifetime );
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ID_SCRIPT_EVENT( "drawText", 0 )
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void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
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ID_SCRIPT_EVENT( "influenceActive", 'd' )
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void Event_InfluenceActive( void );
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public:
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CLASS_PROTOTYPE( idThread );
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idThread();
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idThread( idEntity *self, const function_t *func );
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idThread( const function_t *func );
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idThread( idInterpreter *source, const function_t *func, int args );
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idThread( idInterpreter *source, idEntity *self, const function_t *func, int args );
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virtual ~idThread();
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// tells the thread manager not to delete this thread when it ends
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void ManualDelete( void );
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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void EnableDebugInfo( void ) { interpreter.debug = true; };
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void DisableDebugInfo( void ) { interpreter.debug = false; };
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void WaitMS( int time );
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void WaitSec( float time );
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void WaitFrame( void );
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// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
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void CallFunction( const function_t *func, bool clearStack );
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// NOTE: If this is called from within a event called by this thread, the function arguments will be invalid after calling this function.
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void CallFunction( idEntity *obj, const function_t *func, bool clearStack );
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void DisplayInfo();
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static idThread *GetThread( int num );
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static void ListThreads_f( const idCmdArgs &args );
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static void Restart( void );
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static void ObjectMoveDone( int threadnum, idEntity *obj );
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static idList<idThread*>& GetThreads ( void );
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bool IsDoneProcessing ( void );
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bool IsDying ( void );
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void End( void );
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static void KillThread( const char *name );
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static void KillThread( int num );
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bool Execute( void );
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void ManualControl( void ) { manualControl = true; CancelEvents( &EV_idThread_Execute); };
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void DoneProcessing( void ) { interpreter.doneProcessing = true; };
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void ContinueProcessing( void ) { interpreter.doneProcessing = false; };
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bool ThreadDying( void ) { return interpreter.threadDying; };
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void EndThread( void ) { interpreter.threadDying = true; };
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bool IsWaiting( void );
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void ClearWaitFor( void );
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bool IsWaitingFor( idEntity *obj );
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void ObjectMoveDone( idEntity *obj );
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void ThreadCallback( idThread *thread );
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void DelayedStart( int delay );
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bool Start( void );
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idThread *WaitingOnThread( void );
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void SetThreadNum( int num );
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int GetThreadNum( void );
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void SetThreadName( const char *name );
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const char *GetThreadName( void );
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void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
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void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
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static idThread *CurrentThread( void );
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static int CurrentThreadNum( void );
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static bool BeginMultiFrameEvent( idEntity *ent, const idEventDef *event );
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static void EndMultiFrameEvent( idEntity *ent, const idEventDef *event );
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static void ReturnString( const char *text );
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static void ReturnFloat( float value );
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static void ReturnInt( int value );
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static void ReturnVector( idVec3 const &vec );
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static void ReturnEntity( idEntity *ent );
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};
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/*
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================
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idThread::WaitingOnThread
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================
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*/
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ID_INLINE idThread *idThread::WaitingOnThread( void ) {
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return waitingForThread;
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}
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/*
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================
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idThread::SetThreadNum
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================
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*/
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ID_INLINE void idThread::SetThreadNum( int num ) {
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threadNum = num;
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}
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/*
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================
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idThread::GetThreadNum
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================
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*/
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ID_INLINE int idThread::GetThreadNum( void ) {
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return threadNum;
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}
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/*
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================
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idThread::GetThreadName
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================
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*/
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ID_INLINE const char *idThread::GetThreadName( void ) {
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return threadName.c_str();
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}
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/*
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================
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idThread::GetThreads
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================
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*/
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ID_INLINE idList<idThread*>& idThread::GetThreads ( void ) {
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return threadList;
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}
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/*
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================
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idThread::IsDoneProcessing
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================
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*/
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ID_INLINE bool idThread::IsDoneProcessing ( void ) {
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return interpreter.doneProcessing;
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}
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/*
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================
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idThread::IsDying
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================
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*/
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ID_INLINE bool idThread::IsDying ( void ) {
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return interpreter.threadDying;
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}
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#endif /* !__SCRIPT_THREAD_H__ */
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