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e_event_actorendshot.cpp
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1 
5 /*
6 Copyright (C) 2002-2020 UFO: Alien Invasion.
7 
8 This program is free software; you can redistribute it and/or
9 modify it under the terms of the GNU General Public License
10 as published by the Free Software Foundation; either version 2
11 of the License, or (at your option) any later version.
12 
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
16 
17 See the GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with this program; if not, write to the Free Software
21 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 
23 */
24 
25 #include "../../../../client.h"
26 #include "../../../cl_localentity.h"
27 #include "e_event_actorendshot.h"
28 
32 int CL_ActorEndShootTime (const eventRegister_t* self, dbuffer* msg, eventTiming_t* eventTiming)
33 {
34  eventTiming->parsedShot = false;
35  eventTiming->parsedDeath = false;
36 
37  const int eventTime = eventTiming->impactTime;
38  eventTiming->impactTime = cl.time;
39  if (eventTime > cl.time)
40  return eventTime;
41 
42  return eventTiming->nextTime;
43 }
44 
52 void CL_ActorEndShoot (const eventRegister_t* self, dbuffer* msg)
53 {
54  int entnum;
55 
56  NET_ReadFormat(msg, self->formatString, &entnum);
57 
58  /* shooting actor */
59  le_t* le = LE_Get(entnum);
60 
61  if (!le)
62  return;
63 
65 }
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
Definition: netpack.cpp:533
bool parsedShot
Definition: e_main.h:36
CL_ParseEvent timers and vars.
Definition: e_main.h:30
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
clientBattleScape_t cl
Struct that defines one particular event with all its callbacks and data.
Definition: e_main.h:42
a local entity
int CL_ActorEndShootTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
bool parsedDeath
Definition: e_main.h:35
int impactTime
Definition: e_main.h:33
int nextTime
Definition: e_main.h:31
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
void LET_StartIdle(le_t *le)
Change the animation of an actor to the idle animation (which can be panic, dead or stand) ...
void CL_ActorEndShoot(const eventRegister_t *self, dbuffer *msg)
Ends shooting with actor.