25 #include "../../client.h" 26 #include "../cl_localentity.h" 93 #define E(x) x, STRINGIFY(x) 94 {
E(
EV_NULL),
"",
nullptr,
nullptr,
nullptr},
189 if (step > list->
steps) {
194 for (
int i = 0;
i < list->
steps;
i++) {
205 if (nextTime < eventTiming->nextTime) {
222 const size_t length = strlen(sound) - 1;
231 for (
i = 0;
i < 99;
i++)
void CL_EndRoundAnnounce(const eventRegister_t *self, dbuffer *msg)
Announces that a player ends his turn.
void CL_ActorReactionFireAddTarget(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire target handling. Responsible for updating the HUD with the i...
void CL_ActorRevitalised(const eventRegister_t *self, dbuffer *msg)
Revitalizes a stunned actor (all that is needed is the local entity state set).
void CL_AddEdict(const eventRegister_t *self, dbuffer *msg)
Adds server side edicts to the client for displaying them.
int FS_CheckFile(const char *fmt,...)
Just returns the filelength and -1 if the file wasn't found.
void CL_ActorDoMove(const eventRegister_t *self, dbuffer *msg)
Moves actor.
void CL_Reset(const eventRegister_t *self, dbuffer *msg)
QGL_EXTERN GLint GLenum type
void CL_ActorDoThrow(const eventRegister_t *self, dbuffer *msg)
Throw item with actor.
int CL_ParticleAppearTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
int CL_InvAddTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void CL_ParseResults(const eventRegister_t *self, dbuffer *msg)
Reads mission result data from server.
void CL_ActorReactionFireChange(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire mode changes. Responsible for updating the HUD with the info...
void CL_ParticleAppear(const eventRegister_t *self, dbuffer *msg)
Let a particle appear for the client.
void CL_ActorDoTurn(const eventRegister_t *self, dbuffer *msg)
Turns actor.
void CL_InvDel(const eventRegister_t *self, dbuffer *msg)
void CL_ActorDie(const eventRegister_t *self, dbuffer *msg)
Kills an actor (all that is needed is the local entity state set to STATE_DEAD).
CL_ParseEvent timers and vars.
void CL_ActorWound(const eventRegister_t *self, dbuffer *msg)
Parses the actor wound stats that come from the netchannel.
int CL_ActorShootHiddenTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
int CL_GetNextTime(const eventRegister_t *event, eventTiming_t *eventTiming, int nextTime)
void CL_ActorStats(const eventRegister_t *self, dbuffer *msg)
Parses the actor stats that comes from the netchannel.
bool LE_IsLocked(int entnum)
Checks if a given le_t structure is locked, i.e., used by another event at this time.
void CL_InvReload(const eventRegister_t *self, dbuffer *msg)
void CL_DoorOpen(const eventRegister_t *self, dbuffer *msg)
Callback for EV_DOOR_OPEN event - rotates the inline model and recalc routing.
int CL_ActorReactionFireRemoveTargetTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
int NET_PeekShort(const dbuffer *buf)
Peeks into a buffer without changing it to get a short int.
void CL_ActorAppear(const eventRegister_t *self, dbuffer *msg)
void CL_ActorShootHidden(const eventRegister_t *self, dbuffer *msg)
Shoot with weapon but don't bother with animations - actor is hidden.
void CL_ActorDoShoot(const eventRegister_t *self, dbuffer *msg)
Shoot with weapon.
void Com_Printf(const char *const fmt,...)
int CL_EntAppearTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
static bool CL_CheckDefault(const eventRegister_t *self, const dbuffer *msg)
A default check function that assumes the entnum is the first short in msg.
int CL_ExplodeTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides when the explode event should get executed. This in the impact time.
void CL_ActorReservationChange(const eventRegister_t *self, dbuffer *msg)
Network event function for TU reservation. Responsible for updating the HUD with the information that...
void CL_InvAdd(const eventRegister_t *self, dbuffer *msg)
int CL_ParseResultsTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_ActorAdd(const eventRegister_t *self, dbuffer *msg)
Adds an hidden actor to the list of le's.
void Com_Error(int code, const char *fmt,...)
int CL_ActorDoMoveTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed. The delay is the amount of time the actor needs to wal...
Struct that defines one particular event with all its callbacks and data.
int CL_ActorStartShootTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void CL_ParticleSpawnEvent(const eventRegister_t *self, dbuffer *msg)
Let a particle spawn for the client.
const char * CL_ConvertSoundFromEvent(char *sound, size_t size)
Some sound strings may end on a '+' to indicate to use a random sound which can be identified by repl...
QGL_EXTERN GLuint GLsizei GLsizei * length
void CL_ActorReactionFireTargetUpdate(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire target handling. Responsible for updating the HUD with the i...
int CL_ParticleSpawnEventTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_InvAmmo(const eventRegister_t *self, dbuffer *msg)
const eventRegister_t * CL_GetEvent(const event_t eType)
event_t
Possible event values.
void CL_AddBrushModel(const eventRegister_t *self, dbuffer *msg)
Register local entities for SOLID_BSP models like func_breakable or func_door.
const char * name
the name of this event (e.g. for logs)
void CL_ActorStateChange(const eventRegister_t *self, dbuffer *msg)
int CL_ActorReactionFireAbortShotTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
int CL_ActorAppearTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
void CL_CenterView(const eventRegister_t *self, dbuffer *msg)
int CL_GetStepTime(const eventTiming_t *eventTiming, const le_t *le, int step)
Calculates the time when the given step was executed in the event chain.
void CL_DoorClose(const eventRegister_t *self, dbuffer *msg)
Callback for EV_DOOR_CLOSE event - rotates the inline model and recalc routing.
int CL_ActorDoShootTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed. If the projectile has a speed value assigned...
CASSERT(lengthof(events)==EV_NUM_EVENTS)
void CL_ActorReactionFireRemoveTarget(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire target handling. Responsible for updating the HUD with the i...
void CL_CameraAppear(const eventRegister_t *self, dbuffer *msg)
Adds a camera edicts to the client for displaying them.
int CL_ActorEndShootTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
int CL_ActorReactionFireAddTargetTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_ActorStartShoot(const eventRegister_t *self, dbuffer *msg)
Starts shooting with actor.
void CL_Explode(const eventRegister_t *self, dbuffer *msg)
const eventRegister_t events[]
List of functions to register nodes.
int CL_ActorDoThrowTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void CL_ActorResetClientAction(const eventRegister_t *self, dbuffer *msg)
When no trigger is touched, the client actions are reset.
int CL_ActorDieTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
Some events will be delayed if they are executed in the context of a dying actor. That's why we set t...
void CL_EntAppear(const eventRegister_t *self, dbuffer *msg)
Let an entity appear - like an item on the ground that just got visible.
void CL_ActorClientAction(const eventRegister_t *self, dbuffer *msg)
Reads the entity number for client interaction.
void Q_strcat(char *dest, size_t destsize, const char *format,...)
Safely (without overflowing the destination buffer) concatenates two strings.
int CL_InvDelTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void CL_EntPerish(const eventRegister_t *self, dbuffer *msg)
Called whenever an entity disappears from view.
void CL_EntDestroy(const eventRegister_t *self, dbuffer *msg)
Called whenever an entity is destroyed in the server.
int CL_ActorReactionFireTargetUpdateTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_ActorReactionFireAbortShot(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire target handling. Responsible for updating the HUD with the i...
int CL_SoundEventTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_DoEndRound(const eventRegister_t *self, dbuffer *msg)
Performs end-of-turn processing.
void CL_MoveView(const eventRegister_t *self, dbuffer *msg)
void CL_SoundEvent(const eventRegister_t *self, dbuffer *msg)
Play a sound on the client side.
void CL_ActorEndShoot(const eventRegister_t *self, dbuffer *msg)
Ends shooting with actor.
int CL_InvReloadTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_StartGame(const eventRegister_t *self, dbuffer *msg)
Activates the map render screen (ca_active)