47 Sys_Error(
"CL_AllocateActorSkin: Max actorskin hit");
167 const int skillLevel = skill * 10 /
MAX_SKILL;
170 Com_Printf(
"CL_GetSkillString: Skill is bigger than max allowed skill value (%i/%i).\n", skill,
MAX_SKILL);
173 switch (skillLevel) {
177 return _(
"Mediocre");
181 return _(
"Competent");
183 return _(
"Proficient");
185 return _(
"Very Good");
187 return _(
"Highly Proficient");
189 return _(
"Exceptional");
191 return _(
"Outstanding");
193 return _(
"Impressive");
195 return _(
"Superhuman");
197 Com_Printf(
"CL_ActorGetSkillString: Unknown skill: %i (index: %i).\n", skill, skillLevel);
295 if (skin ==
nullptr) {
313 if (chr ==
nullptr) {
335 chr->bodySkin = newSkin;
void Cmd_AddCommand(const char *cmdName, xcommand_t function, const char *desc)
Add a new command to the script interface.
void CL_UpdateCharacterValues(const character_t *chr)
void destroyInventory(Inventory *const inv)
Destroys inventory.
void Sys_Error(const char *error,...)
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...
const teamDef_t * teamDef
void * LIST_GetByIdx(linkedList_t *list, int index)
Get an entry of a linked list by its index in the list.
void set(const actorHands_t hand, const fireDefIndex_t fmIdx, const objDef_t *weapon)
int nextUniqueCharacterNumber
Item * getLeftHandContainer() const
Shared game type headers.
const objDef_t * def(void) const
unsigned int CL_GetActorSkinCount(void)
Get number of registered actorskins.
const char * CL_ActorGetSkillString(const int skill)
Return the skill string for the given skill level.
void Com_Printf(const char *const fmt,...)
uiNode_t * UI_GetOption(int dataId)
Header file for inventory handling and Equipment menu.
static void CL_ActorCvars(const character_t *chr)
Updates the character cvars for the given character.
const char * CHRSH_CharGetBody(const character_t *const chr)
Returns the body model for the soldiers for armoured and non armoured soldiers.
static void CL_ChangeSkin_f(void)
Change the skin of the selected actor.
int Cvar_GetInteger(const char *varName)
Returns the int value of a cvar.
void Com_GetCharacterValues(const char *teamDefition, character_t *chr)
Assign character values, 3D models and names to a character.
item instance data, with linked list capability
void CHRSH_CharGenAbilitySkills(character_t *chr, bool multiplayer, const char *templateId)
Generates a skill and ability set for any character.
Item * getRightHandContainer() const
static void CL_UGVCvars(const character_t *chr)
Updates the UGV cvars for the given "character". The models and stats that are displayed in the menu ...
static void CL_ChangeSkinForWholeTeam_f(void)
Use current skin for all team members onboard.
memPool_t * com_genericPool
int initialSkills[SKILL_NUM_TYPES+1]
static void CL_InitSkin_f(void)
Init skins into the GUI.
bool GAME_IsMultiplayer(void)
void CL_GenerateCharacter(character_t *chr, const char *teamDefName)
Generates the skills and inventory for a character and for a 2x2 unit.
Data and interface to share data.
Atomic structure used to define most of the UI.
linkedList_t * chrDisplayList
List of currently displayed or equipable characters.
static void CL_CharacterSkillAndScoreCvars(const character_t *chr)
const char * CHRSH_CharGetHead(const character_t *const chr)
Returns the head model for the soldiers for armoured and non armoured soldiers.
int R_ModAllocateActorSkin(const char *name)
Register an actorskin name.
Structure of all stats collected for an actor over time.
static const actorSkin_t * CL_GetActorSkinByIDS(unsigned int idx)
Get a actorskin from idx.
actorSkin_t actorSkins[MAX_ACTORSKINNAME]
unsigned int numActorSkins
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
void UI_RegisterOption(int dataId, uiNode_t *option)
void GAME_CharacterCvars(const character_t *chr)
#define LIST_Foreach(list, type, var)
Iterates over a linked list, it's safe to delete the returned entry from the list while looping over ...
uiNode_t * UI_AddOption(uiNode_t **tree, const char *name, const char *label, const char *value)
Append an option to an option list.
FiremodeSettings shotSettings
cvar_t * Cvar_ForceSet(const char *varName, const char *value)
Will set the variable even if NOSET or LATCH.
cvar_t * Cvar_Set(const char *varName, const char *value,...)
Sets a cvar value.
Primary header for client.
static int CL_FixActorSkinIDX(int idx)
Fix actorskin idx according to game mode.
#define Mem_PoolStrDup(in, pool, tagNum)
void TEAM_InitStartup(void)
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
int skills[SKILL_NUM_TYPES]
actorSkin_t * CL_AllocateActorSkin(const char *name)
Allocate a skin from the cls structure.
#define GAME_IsSingleplayer()
chrReservations_t reservedTus
Describes a character with all its attributes.