25 #include "../../../../client.h" 26 #include "../../../../ui/ui_main.h" 27 #include "../../../cl_localentity.h" 28 #include "../../../cl_actor.h" 29 #include "../../../cl_hud.h" 42 Com_Printf(
"StateChange message ignored... LE is no actor (number: %i, state: %i, type: %i)\n",
43 entnum, state, le->
type);
#define LE_IsCrouched(le)
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...
void CL_ActorRemoveFromTeamList(le_t *le)
Removes an actor (from your team) from the team list.
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 Com_Printf(const char *const fmt,...)
bool LE_IsActor(const le_t *le)
Checks whether the given le is a living actor.
void CL_ActorReserveTUs(const le_t *le, const reservation_types_t type, const int tus)
Replace the reserved TUs for a certain type.
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor...
void CL_ActorPlaySound(const le_t *le, actorSound_t soundType)
Plays various sounds on actor action.
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
int CL_ActorReservedTUs(const le_t *le, const reservation_types_t type)
Returns the amount of reserved TUs for a certain type.
static const vec3_t player_dead_maxs
void CL_ActorStateChange(const eventRegister_t *self, dbuffer *msg)
int CL_ActorUsableTUs(const le_t *le)
Returns the amount of usable (overall-reserved) TUs for an actor.
#define LE_IsPanicked(le)
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.
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
#define LE_NotFoundError(entnum)