- bool m_bShowExtra;
- int boundingShow;
- DListener* eyes;
- float fVarGravity;
- float fMultiplier;
- int nPathCount;
-
- Entity* trigger;
- Entity* target;
-
- bool UpdatePath();
- char entTarget[256];
- char entTrigger[256];
- void Begin(const char*, const char*, float, int, float, bool, bool);
- bool CalculateTrajectory(vec3_t, vec3_t, float, int, float);
-
- void SetPath(vec3_t* pPath);
-
- void render(RenderStateFlags state) const;
- void renderSolid(Renderer& renderer, const VolumeTest& volume) const;
- void renderWireframe(Renderer& renderer, const VolumeTest& volume) const;
-
- void constructShaders();
- void destroyShaders();
-
- void valueChanged(const char* value)
- {
- UpdatePath();
- }
- typedef MemberCaller1<DBobView, const char*, &DBobView::valueChanged> ValueChangedCaller;
- void insert(const char* key, EntityKeyValue& value)
- {
- value.attach(ValueChangedCaller(*this));
- }
- void erase(const char* key, EntityKeyValue& value)
- {
- value.detach(ValueChangedCaller(*this));
- }
- void clear()
- {
- if(trigger != 0)
- {
- trigger->detach(*this);
- target->detach(*this);
- trigger = 0;
- target = 0;
- }
- }
+bool m_bShowExtra;
+int boundingShow;
+DListener* eyes;
+float fVarGravity;
+float fMultiplier;
+int nPathCount;
+
+Entity* trigger;
+Entity* target;
+
+bool UpdatePath();
+char entTarget[256];
+char entTrigger[256];
+void Begin( const char*, const char*, float, int, float, bool, bool );
+bool CalculateTrajectory( vec3_t, vec3_t, float, int, float );
+
+void SetPath( vec3_t* pPath );
+
+void render( RenderStateFlags state ) const;
+void renderSolid( Renderer& renderer, const VolumeTest& volume ) const;
+void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const;
+
+void constructShaders();
+void destroyShaders();
+
+void valueChanged( const char* value ){
+ UpdatePath();
+}
+typedef MemberCaller1<DBobView, const char*, &DBobView::valueChanged> ValueChangedCaller;
+void insert( const char* key, EntityKeyValue& value ){
+ value.attach( ValueChangedCaller( *this ) );
+}
+void erase( const char* key, EntityKeyValue& value ){
+ value.detach( ValueChangedCaller( *this ) );
+}
+void clear(){
+ if ( trigger != 0 ) {
+ trigger->detach( *this );
+ target->detach( *this );
+ trigger = 0;
+ target = 0;
+ }
+}