54 #define ABILITY_NUM_TYPES SKILL_CLOSE
193 reaction = crouch = shot = 0;
217 #define MAX_TEAMDEFS 64
218 #define MAX_CHARACTER_TEMPLATES 24
219 #define MAX_TEMPLATES_PER_TEAM 16
255 #define BODYPART_MAXTYPE 4
276 const char*
id(
void)
const;
277 const char*
id(
const short bodyPart)
const;
278 const char*
name(
const short bodyPart)
const;
284 void setId(
const char*
id);
287 float getArea(
const short bodyPart)
const;
360 #define MAX_CHARACTER_IMPLANTS 4
const objDef_t * onlyWeapon
short getHitBodyPart(const byte direction, const float height) const
const objDef_t * getWeapon() const
const chrTemplate_t * CHRSH_GetTemplateByID(const teamDef_t *teamDef, const char *templateId)
char hitParticle[MAX_VAR]
QGL_EXTERN GLint GLenum type
bool CHRSH_IsTeamDefRobot(const teamDef_t *const td) __attribute__((nonnull))
Check if a team definition is a robot.
struct implant_s implant_t
BodyPartData _bodyParts[BODYPART_MAXTYPE]
const teamDef_t * teamDef
int numNames[NAME_NUM_TYPES]
int experience[SKILL_NUM_TYPES+1]
void set(const actorHands_t hand, const fireDefIndex_t fmIdx, const objDef_t *weapon)
Defines a type of UGV/Robot.
int hitsSplash[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
struct chrScoreMission_s chrScoreMission_t
Structure of all stats collected in a mission.
linkedList_t * names[NAME_NUM_TYPES]
Structure of all stats collected in a mission.
linkedList_t * models[NAME_LAST]
linkedList_t *const * names
int stuns[KILLED_NUM_TYPES]
char deathTextureName[MAX_VAR]
bool isSaneFiremode() const
const char * CHRSH_CharGetHead(const character_t *const chr) __attribute__((nonnull))
Returns the head model for the soldiers for armoured and non armoured soldiers.
Defines all attributes of objects used in the inventory.
chrScoreMission_t * scoreMission
const chrTemplate_t * characterTemplates[MAX_TEMPLATES_PER_TEAM]
int hits[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
void CHRSH_UpdateImplants(character_t &chr)
Updates the characters permanent implants. Called every day.
float getArea(const short bodyPart) const
struct chrReservations_s chrReservations_t
How many TUs (and of what type) did a player reserve for a unit?
struct teamNames_s teamNames_t
float bleedingFactor(const short bodyPart) const
int hitsSplashDamage[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
int kills[KILLED_NUM_TYPES]
int penalties[MODIFIER_MAX]
int firedSplash[SKILL_NUM_TYPES]
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
int numSounds[SND_MAX][NAME_LAST]
int treatmentLevel[BODYPART_MAXTYPE]
int skills[SKILL_NUM_TYPES+1][2]
int kills[KILLED_NUM_TYPES]
#define MAX_FIREDEFS_PER_WEAPON
int initialSkills[SKILL_NUM_TYPES+1]
short resistance[MAX_DAMAGETYPES]
int woundLevel[BODYPART_MAXTYPE]
#define MAX_CHARACTER_IMPLANTS
char footstepSound[MAX_VAR]
implant_t implants[MAX_CHARACTER_IMPLANTS]
void addBodyPart(const BodyPartData &bodyPart)
#define MAX_TEMPLATES_PER_TEAM
struct character_s character_t
Describes a character with all its attributes.
struct ugv_s ugv_t
Defines a type of UGV/Robot.
float woundThreshold(const short bodyPart) const
bool firedHit[KILLED_NUM_TYPES]
struct teamDef_s teamDef_t
Structure of all stats collected for an actor over time.
bool firedSplashHit[KILLED_NUM_TYPES]
linkedList_t * sounds[SND_MAX][NAME_LAST]
int skillKills[SKILL_NUM_TYPES]
struct chrScoreGlobal_s chrScoreGlobal_t
Structure of all stats collected for an actor over time.
short numBodyParts(void) const
struct chrTemplate_s chrTemplate_t
void setHand(const actorHands_t hand)
const char * name(const short bodyPart) const
void CHRSH_CharGenAbilitySkills(character_t *chr, bool multiplayer, const char *templateId="") __attribute__((nonnull))
Generates a skill and ability set for any character.
const BodyData * bodyTemplate
int firedTUs[SKILL_NUM_TYPES]
struct woundInfo_s woundInfo_t
Info on a wound.
const char * getActorSound(int gender, actorSound_t soundType) const
Returns the actor sounds for a given category.
float penalty(const short bodyPart, const modifier_types_t type) const
const implant_t * CHRSH_ApplyImplant(character_t &chr, const implantDef_t &implant)
Add a new implant to a character.
FiremodeSettings shotSettings
int firedSplashTUs[SKILL_NUM_TYPES]
const char * id(void) const
actorSound_t
Types of actor sounds being issued by CL_ActorPlaySound().
actorHands_t getHand() const
int fired[SKILL_NUM_TYPES]
void setId(const char *id)
How many TUs (and of what type) did a player reserve for a unit?
short getRandomBodyPart(void) const
int stuns[KILLED_NUM_TYPES]
actorSizeEnum_t fieldSize
int skills[SKILL_NUM_TYPES]
const char * CHRSH_CharGetBody(const character_t *const chr) __attribute__((nonnull))
Returns the body model for the soldiers for armoured and non armoured soldiers.
chrReservations_t reservedTus
Describes a character with all its attributes.