54 #define ABILITY_NUM_TYPES SKILL_CLOSE 56 typedef struct chrTemplate_s {
75 typedef struct chrScoreMission_s {
119 typedef struct chrScoreGlobal_s {
186 typedef struct chrReservations_s {
228 #define MAX_TEAMDEFS 64 229 #define MAX_CHARACTER_TEMPLATES 24 230 #define MAX_TEMPLATES_PER_TEAM 16 245 typedef struct ugv_s {
266 #define BODYPART_MAXTYPE 4 287 const char*
id(
void)
const;
288 const char*
id(
const short bodyPart)
const;
289 const char*
name(
const short bodyPart)
const;
295 void setId(
const char*
id);
298 float getArea(
const short bodyPart)
const;
301 typedef struct teamNames_s {
307 typedef struct teamDef_s {
352 const char* getActorSound(
int gender,
actorSound_t soundType)
const;
361 typedef struct woundInfo_s {
371 #define MAX_CHARACTER_IMPLANTS 4 372 typedef struct implant_s {
388 typedef struct character_s {
const chrTemplate_t * CHRSH_GetTemplateByID(const teamDef_t *teamDef, const char *templateId)
bool isSaneFiremode() const
QGL_EXTERN GLint GLenum type
bool CHRSH_IsTeamDefRobot(const teamDef_t *const td) __attribute__((nonnull))
Check if a team definition is a robot.
Defines all attributes of objects used in the inventory.
BodyPartData _bodyParts[BODYPART_MAXTYPE]
short numBodyParts(void) const
const BodyData * bodyTemplate
Describes a character with all its attributes.
short getRandomBodyPart(void) const
const teamDef_t * teamDef
const char * CHRSH_CharGetHead(const character_t *const chr) __attribute__((nonnull))
Returns the head model for the soldiers for armoured and non armoured soldiers.
float bleedingFactor(const short bodyPart) const
chrReservations_t reservedTus
void CHRSH_UpdateImplants(character_t &chr)
Updates the characters permanent implants. Called every day.
int penalties[MODIFIER_MAX]
bool CHRSH_IsTeamDefAlien(const teamDef_t *const td) __attribute__((nonnull))
Check if a team definition is alien.
bool CHRSH_IsArmourUseableForTeam(const objDef_t *od, const teamDef_t *teamDef)
inventory definition with all its containers
Structure of all stats collected for an actor over time.
Structure of all stats collected in a mission.
short getHitBodyPart(const byte direction, const float height) const
float woundThreshold(const short bodyPart) const
float penalty(const short bodyPart, const modifier_types_t type) const
#define MAX_FIREDEFS_PER_WEAPON
#define MAX_CHARACTER_IMPLANTS
const objDef_t * getWeapon() const
void addBodyPart(const BodyPartData &bodyPart)
#define MAX_TEMPLATES_PER_TEAM
float getArea(const short bodyPart) const
actorSizeEnum_t fieldSize
const char * id(void) const
How many TUs (and of what type) did a player reserve for a unit?
void setHand(const actorHands_t hand)
void CHRSH_CharGenAbilitySkills(character_t *chr, bool multiplayer, const char *templateId="") __attribute__((nonnull))
Generates a skill and ability set for any character.
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
actorHands_t getHand() const
FiremodeSettings shotSettings
const objDef_t * onlyWeapon
linkedList_t *const * names
const implant_t * CHRSH_ApplyImplant(character_t &chr, const implantDef_t &implant)
Add a new implant to a character.
actorSound_t
Types of actor sounds being issued by CL_ActorPlaySound().
void setId(const char *id)
const char * name(const short bodyPart) const
const char * CHRSH_CharGetBody(const character_t *const chr) __attribute__((nonnull))
Returns the body model for the soldiers for armoured and non armoured soldiers.
chrScoreMission_t * scoreMission
Defines a type of UGV/Robot.