25 #include "../../../../client.h" 27 #include "../../../cl_localentity.h" 28 #include "../../../cl_ugv.h" 29 #include "../../../cl_actor.h" 30 #include "../../../cl_hud.h" 31 #include "../../../../cgame/cl_game.h" 32 #include "../../../cl_particle.h" 33 #include "../../../../../common/grid.h" 40 const int eventTime = eventTiming->
nextTime;
54 if (!watcher || !target)
86 le_t* leResponsible =
LE_Get(entnumResponsible);
104 int modelnum1, modelnum2;
113 Com_Printf(
"CL_ActorAppear: Invalid teamDef index\n");
127 Com_Error(
ERR_DROP,
"Unknown fieldSize for le in CL_ActorAppear (EV_ACTOR_APPEAR)");
#define VectorCopy(src, dest)
#define VectorSet(v, x, y, z)
#define LE_IsCrouched(le)
localEntitiyAddFunc_t addFunc
void LE_CenterView(const le_t *le)
Center the camera on the local entity's origin.
static void CL_DrawLineOfSight(const le_t *watcher, const le_t *target)
draw a simple 'spotted' line from a spotter to the spotted
ptl_t * CL_ParticleSpawn(const char *name, int levelFlags, const vec3_t s, const vec3_t v, const vec3_t a)
Spawn a new particle to the map.
bool Com_sprintf(char *dest, size_t size, const char *fmt,...)
copies formatted string with buffer-size checking
void LE_Unlock(le_t *le)
Unlocks a previously locked le_t struct.
#define LE_IsCivilian(le)
void setMaxs(const vec3_t maxi)
void CL_ActorAppear(const eventRegister_t *self, dbuffer *msg)
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
void Com_Printf(const char *const fmt,...)
model_t * LE_GetDrawModel(unsigned int index)
void CL_CheckCameraRoute(const pos3_t from, const pos3_t target)
Only moves the camera to the given target location if its not yet close enough.
void CL_ActorAddToTeamList(le_t *le)
Adds the actor to the team list.
void Com_Error(int code, const char *fmt,...)
#define SKIP_LOCAL_ENTITY
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor...
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
le_t * LE_Add(int entnum)
Add a new local entity to the scene.
static const vec3_t player_dead_maxs
int NET_ReadShort(dbuffer *buf)
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
int CL_ActorAppearTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
static const vec3_t player_mins
bool GAME_TeamIsKnown(const teamDef_t *teamDef)
bool CL_AddUGV(le_t *le, entity_t *ent)
Adds an UGV to the render entities.
#define CONTENTS_DEADACTOR
void setMins(const vec3_t mini)
bool CL_AddActor(le_t *le, entity_t *ent)
Adds an actor to the render entities with all it's models and items.
void LE_Lock(le_t *le)
Markes a le_t struct as locked. Should be called at the beginning of an event handler on this le_t...
const float directionAngles[CORE_DIRECTIONS]
CL_ParseEvent timers and vars.
bool LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden)
actorSizeEnum_t fieldSize
#define ACTOR_SIZE_NORMAL
void Grid_PosToVec(const Routing &routing, const actorSizeEnum_t actorSize, const pos3_t pos, vec3_t vec)
Converts a grid position to world coordinates.
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
teamDef_t teamDef[MAX_TEAMDEFS]
void LET_StartIdle(le_t *le)
Change the animation of an actor to the idle animation (which can be panic, dead or stand) ...
Struct that defines one particular event with all its callbacks and data.
static const vec3_t player_maxs
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
#define LE_NotFoundError(entnum)