25 #include "../../../../client.h"
26 #include "../../../cl_localentity.h"
27 #include "../../../../renderer/r_mesh_anim.h"
44 NET_ReadFormat(msg, self->formatString, &entnum, &origin, &team, &dir, &cameraType, &levelflags, &rotate);
61 const char* rotateAnim =
"rotate";
#define VectorCopy(src, dest)
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 NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
void R_AnimChange(animState_t *as, const model_t *mod, const char *name)
Changes the animation for md2 models.
#define LE_CHECK_LEVELFLAGS
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
le_t * LE_Add(int entnum)
Add a new local entity to the scene.
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
model_t * R_FindModel(const char *name)
Tries to load a model.
Struct that defines one particular event with all its callbacks and data.
void CL_CameraAppear(const eventRegister_t *self, dbuffer *msg)
Adds a camera edicts to the client for displaying them.
const float directionAngles[CORE_DIRECTIONS]