25 #include "../../../../client.h"
26 #include "../../../../ui/ui_main.h"
27 #include "../../../cl_localentity.h"
28 #include "../../../cl_actor.h"
29 #include "../../../cl_hud.h"
42 Com_Printf(
"StateChange message ignored... LE is no actor (number: %i, state: %i, type: %i)\n",
43 entnum, state, le->
type);
#define LE_IsCrouched(le)
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_ActorRemoveFromTeamList(le_t *le)
Removes an actor (from your team) from the team list.
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 Com_Printf(const char *const fmt,...)
bool LE_IsActor(const le_t *le)
Checks whether the given le is a living actor.
void CL_ActorReserveTUs(const le_t *le, const reservation_types_t type, const int tus)
Replace the reserved TUs for a certain type.
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.
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
int CL_ActorReservedTUs(const le_t *le, const reservation_types_t type)
Returns the amount of reserved TUs for a certain type.
static const vec3_t player_dead_maxs
void CL_ActorStateChange(const eventRegister_t *self, dbuffer *msg)
int CL_ActorUsableTUs(const le_t *le)
Returns the amount of usable (overall-reserved) TUs for an actor.
Struct that defines one particular event with all its callbacks and data.
#define LE_IsPanicked(le)
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 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 HUD_DisplayMessage(const char *text)
Displays a message on the hud.
#define LE_NotFoundError(entnum)
Describes a character with all its attributes.