25 #include "../../../../client.h"
26 #include "../../../cl_actor.h"
27 #include "../../../cl_hud.h"
28 #include "../../../cl_parse.h"
29 #include "../../../cl_particle.h"
30 #include "../../../../renderer/r_mesh_anim.h"
53 int entnum, state, playerNum, attacker;
55 NET_ReadFormat(msg, self->formatString, &entnum, &state, &playerNum, &attacker);
86 if (playerNum != le->
pnum) {
97 }
else if (!attacker) {
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...
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).
void CL_ActorRemoveFromTeamList(le_t *le)
Removes an actor (from your team) from the team list.
bool Com_sprintf(char *dest, size_t size, const char *fmt,...)
copies formatted string with buffer-size checking
void LE_Unlock(le_t *le)
Unlocks a previously locked le_t struct.
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
character_t * CL_ActorGetChr(const le_t *le)
Returns the character information for an actor in the teamlist.
void R_AnimChange(animState_t *as, const model_t *mod, const char *name)
Changes the animation for md2 models.
CL_ParseEvent timers and vars.
void Com_Error(int code, const char *fmt,...)
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor...
void CL_ActorPlaySound(const le_t *le, actorSound_t soundType)
Plays various sounds on actor action.
#define LE_GetAnimationIndexForDeath(le)
Valid indices from 1 - MAX_DEATH.
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
static const vec3_t player_dead_maxs
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
const char * CL_PlayerGetName(unsigned int player)
Get the player name.
Struct that defines one particular event with all its callbacks and data.
#define CONTENTS_DEADACTOR
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_ParticleFree(ptl_t *p)
Free a particle and all it's children.
void LE_Lock(le_t *le)
Markes a le_t struct as locked. Should be called at the beginning of an event handler on this le_t...
bool LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden)
void setMaxs(const vec3_t maxi)
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
void R_AnimAppend(animState_t *as, const model_t *mod, const char *name)
Appends a new animation to the current running one.
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
#define LE_NotFoundError(entnum)
Describes a character with all its attributes.