25 #include "../../../../client.h"
26 #include "../../../cl_actor.h"
27 #include "../../../cl_hud.h"
28 #include "../../../cl_particle.h"
47 Com_Error(
ERR_DROP,
"CL_ActorRevitalised: Can't revitalise, LE is not a dead or stunned actor");
void CL_ActorRevitalised(const eventRegister_t *self, dbuffer *msg)
Revitalizes a stunned actor (all that is needed is the local entity state set).
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...
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 CL_ActorAddToTeamList(le_t *le)
Adds the actor to the team list.
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...
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.
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...
le_t * LE_Find(entity_type_t type, const pos3_t pos)
Searches a local entity on a given grid field.
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 setFloor(le_s *other)
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) ...
static const vec3_t player_maxs
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
#define LE_NotFoundError(entnum)
Describes a character with all its attributes.