25 #include "../../../../client.h" 26 #include "../../../cl_actor.h" 27 #include "../../../cl_hud.h" 28 #include "../../../cl_particle.h" 47 Com_Error(
ERR_DROP,
"CL_ActorRevitalised: Can't revitalise, LE is not a dead or stunned actor");
void CL_ActorRevitalised(const eventRegister_t *self, dbuffer *msg)
Revitalizes a stunned actor (all that is needed is the local entity state set).
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
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.
Describes a character with all its attributes.
void setMaxs(const vec3_t maxi)
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
character_t * CL_ActorGetChr(const le_t *le)
Returns the character information for an actor in the teamlist.
void CL_ActorAddToTeamList(le_t *le)
Adds the actor to the team list.
void Com_Error(int code, const char *fmt,...)
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.
void setFloor(le_s *other)
void CL_ParticleFree(ptl_t *p)
Free a particle and all it's children.
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...
le_t * LE_Find(entity_type_t type, const pos3_t pos)
Searches a local entity on a given grid field.
bool LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden)
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
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)