28 #define CURSOR_OFFSET UNIT_HEIGHT * 0.4
30 #define EYE_HT_STAND UNIT_HEIGHT * 0.25
32 #define EYE_HT_CROUCH UNIT_HEIGHT * 0.06
48 #define ACTOR_GET_FIELDSIZE(actor) ((actor != nullptr) ? (actor)->fieldSize : ACTOR_SIZE_NORMAL)
int CL_ActorMoveMode(const le_t *le)
Decide how the actor will walk, taking into account autostanding.
void CL_DisplayObstructionArrows(void)
Useful for debugging pathfinding.
void CL_InitBattlescapeMouseDragging(void)
Scroll battlescape touchscreen-style, by clicking and dragging away.
QGL_EXTERN GLint GLenum type
bool CL_ActorFireModeActivated(const actorModes_t mode)
Checks whether we are in fire mode or node.
void CL_ActorReload(le_t *le, containerIndex_t containerID)
Reload weapon with actor.
this is a fire definition for our weapons/ammo
void CL_DisplayFloorArrows(void)
Useful for debugging pathfinding.
void CL_ActorInvMove(const le_t *le, containerIndex_t fromContainer, int fromX, int fromY, containerIndex_t toContainer, int toX, int toY)
Sends an inventory move event to the server.
void CL_BattlescapeMouseDragging(void)
Scroll battlescape touchscreen-style, by clicking and dragging away.
bool CL_ActorIsReactionFireOutOfRange(const le_t *shooter, const le_t *target)
int CL_ActorGetContainerForReload(Item **ic, const Inventory *inv, const objDef_t *weapon)
Searches the clip with the least TU usage to put it into the weapon.
bool CL_ActorSelectNext(void)
selects the next actor
void CL_ActorStartMove(le_t *le, const pos3_t to)
Starts moving actor.
void CL_AddPathing(void)
Adds a pathing marker to the current floor when we render the world.
int CL_ActorUsableTUs(const le_t *le)
Returns the amount of usable (overall-reserved) TUs for an actor.
Defines all attributes of objects used in the inventory.
void CL_ActorActionMouse(void)
initiates action with mouse.
int CL_ActorCheckAction(const le_t *le)
Checks that an action is valid.
actorModes_t
Actor actions.
const fireDef_t * CL_ActorGetReactionFireFireDef(const le_t *shooter)
item instance data, with linked list capability
inventory definition with all its containers
void CL_NextRound_f(void)
character_t * CL_ActorGetChr(const le_t *le)
Returns the character information for an actor in the teamlist.
bool CL_ActorSelectList(int num)
Selects an actor from a list.
void ACTOR_InitStartup(void)
bool CL_ActorSelectPrev(void)
selects the previous actor
void CL_ActorShoot(const le_t *le, const pos3_t at)
Shoot with actor.
void CL_AddTargeting(void)
Adds a target cursor when we render the world.
float CL_ActorInjuryModifier(const le_t *le, const modifier_types_t type)
Returns the actor injury modifier of the specified type.
bool CL_AddActor(le_t *le, entity_t *ent)
Adds an actor to the render entities with all it's models and items.
void CL_AddActorPathing(void)
Adds an actor pathing marker to the current floor when we render the world.
void MSG_Write_PA(player_action_t player_action, int num,...)
Writes player action with its data.
bool CL_AddUGV(le_t *le, entity_t *ent)
Adds an UGV to the render entities.
bool CL_ActorMouseTrace(void)
Battlescape cursor positioning.
void CL_ActorPlaySound(const le_t *le, actorSound_t soundType)
Plays various sounds on actor action.
void CL_ActorAddToTeamList(le_t *le)
Adds the actor to the team list.
void CL_ActorSetMode(le_t *actor, actorModes_t actorMode)
int CL_ActorTimeForFireDef(const le_t *le, const fireDef_t *fd, bool reaction=false)
Find the TUs needed for the given fireDef taking into account the actor wound penalties.
void CL_ActorRemoveFromTeamList(le_t *le)
Removes an actor (from your team) from the team list.
void CL_ActorSetFireDef(le_t *actor, const fireDef_t *fd)
void CL_ResetMouseLastPos(void)
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor...
bool CL_ActorSelect(le_t *le)
Selects an actor.
le_t * CL_ActorGetFromCharacter(const character_t *chr)
Returns the local entity information for a character in the team list.
void CL_GetWorldCoordsUnderMouse(vec3_t groundIntersection, vec3_t upperTracePoint, vec3_t lowerTracePoint)
Get battlescape cell position under mouse cursor.
void CL_ActorResetMoveLength(le_t *le)
Recalculates the currently selected Actor's move length.
void CL_ActorTargetAlign_f(void)
Targets to the ground when holding the assigned button.
void CL_ActorTurnMouse(void)
Turns the actor around without moving.
int CL_ActorGetNumber(const le_t *le)
Returns the number of the actor in the teamlist.
void CL_ActorCleanup(le_t *le)
actorSound_t
Types of actor sounds being issued by CL_ActorPlaySound().
le_t * CL_ActorGetClosest(const vec3_t origin, int team)
Returns the actor that is closest to the given origin.
void CL_ActorSelectMouse(void)
Selects an actor using the mouse.
int CL_ActorReservedTUs(const le_t *le, reservation_types_t type)
Returns the amount of reserved TUs for a certain type.
void CL_ActorReserveTUs(const le_t *le, reservation_types_t type, int tus)
Replace the reserved TUs for a certain type.
Describes a character with all its attributes.