UFO: Alien Invasion
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#include "../../e_main.h"
Go to the source code of this file.
Functions | |
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 the parsedDeath value to true here. More... | |
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). More... | |
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).
[in] | msg | The netchannel message |
[in] | self | Pointer to the event structure that is currently executed |
Definition at line 51 of file e_event_actordie.cpp.
References _, le_s::aabb, le_s::as, cl, CL_ActorConditionalMoveCalc(), CL_ActorGetChr(), CL_ActorPlaySound(), CL_ActorRemoveFromTeamList(), CL_CountVisibleEnemies(), CL_ParticleFree(), CL_PlayerGetName(), cls, Com_Error(), Com_sprintf(), le_s::contents, CONTENTS_DEADACTOR, Cvar_SetValue(), ERR_DROP, HUD_DisplayMessage(), LE_Get(), LE_GetAnimationIndexForDeath, LE_IsDead, LE_IsLivingActor(), LE_IsStunned, LE_Lock(), LE_NotFoundError, LE_SetThink(), LE_Unlock(), lengthof, le_s::model1, character_s::name, NET_ReadFormat(), clientBattleScape_s::numEnemiesSpotted, player_dead_maxs, le_s::pnum, le_s::ptl, R_AnimAppend(), R_AnimChange(), le_s::resetFloor(), selActor, AABB::setMaxs(), SND_DEATH, le_s::state, client_static_s::team, le_s::team, TEAM_ALIEN, TEAM_CIVILIAN, TEAM_PHALANX, le_s::type, and va().
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 the parsedDeath
value to true
here.
Definition at line 37 of file e_event_actordie.cpp.
References cl, eventTiming_s::impactTime, eventTiming_s::nextTime, eventTiming_s::parsedDeath, eventTiming_s::parsedShot, and clientBattleScape_s::time.