25 #include "../../../../client.h"
26 #include "../../../cl_localentity.h"
27 #include "../../../cl_actor.h"
28 #include "../../../cl_hud.h"
29 #include "../../../../ui/ui_main.h"
51 NET_ReadFormat(msg, self->formatString, &unused, &targetEntNum, &unused, &step);
75 int tusUntilTriggered;
78 NET_ReadFormat(msg, self->formatString, &shooterEntNum, &targetEntNum, &tusUntilTriggered, &unused);
88 const char* shooterModel;
94 const bool outOfRange = shooterFiredef->
range < distance;
96 UI_ExecuteConfunc(
"reactionfire_addtarget %i %i \"%s\" %i %i %i %i \"%s\"", shooterEntNum, target->
entnum, shooterModel,
97 shooterSkin, shooterRobot, tusUntilTriggered, outOfRange,
_(shooterFiredef->
name));
void CL_ActorReactionFireAddTarget(const eventRegister_t *self, dbuffer *msg)
Network event function for reaction fire target handling. Responsible for updating the HUD with the i...
this is a fire definition for our weapons/ammo
void LE_CenterView(const le_t *le)
Center the camera on the local entity's origin.
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
CL_ParseEvent timers and vars.
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
Struct that defines one particular event with all its callbacks and data.
int CL_GetStepTime(const eventTiming_t *eventTiming, const le_t *le, int step)
Calculates the time when the given step was executed in the event chain.
int CL_ActorReactionFireAddTargetTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
static void CL_GetReactionFireHead(const le_t *le, const char **model, int *skin, bool *robot)
const fireDef_t * CL_ActorGetReactionFireFireDef(const le_t *shooter)
void UI_ExecuteConfunc(const char *fmt,...)
Executes confunc - just to identify those confuncs in the code - in this frame.
#define LE_NotFoundError(entnum)