58 gi.WriteString(sound);
68 gi.QueueWriteString(sound);
80 gi.WriteByte(ent.
dir);
94 gi.WriteByte(attacker);
117 gi.WriteShort(reservedTUs.reaction);
118 gi.WriteShort(reservedTUs.shot);
119 gi.WriteShort(reservedTUs.crouch);
134 gi.WriteByte(containerId);
150 gi.WriteShort(itemAmount);
184 gi.WriteByte(amount);
185 gi.WriteByte(ammo->
idx);
206 gi.WriteByte(shootType);
207 gi.WriteGPos(ent.
pos);
239 gi.WriteByte(firstShoot);
269 gi.WriteByte(firstShoot ? 1 : 0);
273 gi.WriteByte(shootType);
278 gi.WriteDir(trace->
plane.normal);
299 gi.QueueWriteByte(tus);
300 gi.QueueWriteByte(step);
307 gi.QueueWriteByte(step);
314 gi.QueueWriteByte(tus);
315 gi.QueueWriteByte(step);
322 gi.QueueWriteByte(step);
337 gi.WriteByte(levelFlags);
341 gi.WriteString(name);
386 gi.WriteByte(ent.
TU);
387 gi.WriteShort(ent.
HP);
403 gi.WriteByte(bodyPart);
426 gi.WriteByte(invDef->
id);
443 gi.WriteShort(dt * 1000);
448 gi.WritePos(position);
449 gi.WritePos(velocity);
518 gi.WriteGPos(ent.
pos);
548 gi.WriteByte(ent.
dir);
567 gi.WriteGPos(ent.
pos);
583 gi.WriteGPos(check.
pos);
584 gi.WriteByte(check.
dir);
598 gi.Error(
"invalid body and/or head model indices");
650 gi.WriteByte(ent.
dir);
657 gi.WriteByte(player.getNum());
658 gi.WriteByte(player.getTeam());
665 gi.WriteByte(teamplay);
672 gi.WriteByte(player.getTeam());
673 gi.WriteByte(activeTeam);
693 gi.WriteString(sound);
701 gi.WriteString(sound);
708 gi.AddEvent(playerMask, eType, entnum);
718 gi.WriteGPos(ent->
pos);
void G_EventCenterView(const Edict &ent)
Centers the view for all clients that are seeing the given edict on the world position of the edict...
void G_EventActorFall(const Edict &ent)
const objDef_t * getWeapon() const
void G_EventActorStateChange(playermask_t playerMask, const Edict &ent)
void G_EventInventoryAmmo(const Edict &ent, const objDef_t *ammo, int amount, shoot_types_t shootType)
Change the amount of available ammo for the given entity.
void G_EventReactionFireAbortShot(const Edict &shooter, const Edict &target, int step)
void G_EventReset(const Player &player, int activeTeam)
this is a fire definition for our weapons/ammo
void G_EventInventoryReload(const Edict &ent, playermask_t playerMask, const Item *item, const invDef_t *invDef, const Item *ic)
void G_EventActorTurn(const Edict &ent)
Send the turn event for the given entity.
const teamDef_t * teamDef
void G_EventEdictAppear(playermask_t playerMask, const Edict &ent)
Send an appear event to the client.
weaponFireDefIndex_t weapFdsIdx
void G_EventSendEdict(const Edict &ent)
Send the bounding box info to the client.
#define FL_CLIENTACTION
Edict flag to indicate, that the edict can be used in the context of a client action.
unsigned int playermask_t
void G_EventDestroyEdict(const Edict &ent)
Unregister an edict at the client.
const objDef_t * def(void) const
void G_SendInventory(playermask_t playerMask, const Edict &ent)
Sends whole inventory through the network buffer.
void G_EventEndRound(void)
End of turn event for the current active team.
void G_EventCameraAppear(playermask_t playerMask, const Edict &ent)
Send an appear event to the client.
Defines all attributes of objects used in the inventory.
Player & getPlayer() const
camera_edict_data_t camera
const struct objDef_s * obj
Item * getRightHandItem() const
#define SKIP_LOCAL_ENTITY
void G_EventSendState(playermask_t playerMask, const Edict &ent)
#define IS_SHOT_RIGHT(x)
Determine whether the selected shoot type is for the item in the right hand, either shooting or react...
unsigned int getBody() const
void G_EventResetClientAction(const Edict &ent)
Reset the client actions for the given entity.
void G_EventMoveCameraTo(playermask_t playerMask, const pos3_t pos)
Centers the view for all clients that are seeing the given edict on the world position of the edict...
item instance data, with linked list capability
void G_EventEndRoundAnnounce(const Player &player)
int treatmentLevel[BODYPART_MAXTYPE]
unsigned int getHead() const
void G_EventStart(const Player &player, bool teamplay)
void G_EventActorAppear(playermask_t playerMask, const Actor &check, const Edict *ent)
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
void G_EventReactionFireChange(const Edict &ent)
void G_EventDoorClose(const Edict &door)
#define G_PlayerToPM(player)
void G_EventEdictPerish(playermask_t playerMask, const Edict &ent)
Send disappear event.
void G_EventSendParticle(playermask_t playerMask, const Edict &ent)
void G_EventActorStats(const Edict &ent, playermask_t playerMask)
void G_EventShootHidden(teammask_t teamMask, const fireDef_t *fd, bool firstShoot, const vec3_t impact, int flags, const Edict *targetEdict)
Start the shooting event for hidden actors.
int woundLevel[BODYPART_MAXTYPE]
void G_EventModelExplodeTriggered(const Edict &ent, const char *sound)
void G_EventActorRevitalise(const Edict &ent)
Announce the actor revitalize event for the clients that are seeing the actor.
playermask_t G_VisToPM(teammask_t teamMask)
Converts vis mask to player mask.
void G_EventAdd(playermask_t playerMask, int eType, int entnum)
void getCenter(vec3_t center) const
Calculates the center of the bounding box.
void G_EventCenterViewAt(playermask_t playerMask, const pos3_t pos)
Centers the view for all clients that are seeing the given edict on the world position of the edict...
actorSizeEnum_t fieldSize
void G_EventDoorOpen(const Edict &door)
void G_EventAddBrushModel(playermask_t playerMask, const Edict &ent)
void G_EventSpawnSound(playermask_t playerMask, const Edict &ent, const vec3_t origin, const char *sound)
Spawns a sound (that will be spatialized on the client side)
#define VectorAdd(a, b, dest)
void G_EventModelExplode(const Edict &ent, const char *sound)
void G_EventActorSendReservations(const Edict &ent)
Will inform the player about the real TU reservation.
void G_EventInventoryDelete(const Edict &ent, playermask_t playerMask, const containerIndex_t containerId, int x, int y)
Tell the client to remove the item from the container.
void G_EventActorWound(const Edict &ent, const int bodyPart)
Send info about an actor's wounds to the client.
Local definitions for game module.
void G_EventSetClientAction(const Edict &ent)
Informs the client that an interaction with the world is possible.
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
void G_EventShoot(const Edict &ent, teammask_t teamMask, const fireDef_t *fd, bool firstShoot, shoot_types_t shootType, int flags, const trace_t *trace, const vec3_t from, const vec3_t impact)
Do the shooting.
void G_EventPerish(const Edict &ent)
Send an event to all clients that are seeing the given edict, that it just has disappeared.
functions to handle the storage and lifecycle of all edicts in the game module.
edict_t *IMPORT * GetEventEdict(void)
void G_EventInventoryAdd(const Edict &ent, playermask_t playerMask, int itemAmount)
Tell the client to add the item from the container.
void G_EventSpawnFootstepSound(const Edict &ent, const char *sound)
const objDef_t * ammoDef(void) const
inventory definition for our menus
void G_EventActorAdd(playermask_t playerMask, const Edict &ent, const bool instant)
void G_EventReactionFireAddTarget(const Edict &shooter, const Edict &target, int tus, int step)
void G_EventActorDie(const Edict &ent, bool attacker)
Announce the actor die event for the clients that are seeing the actor.
void G_EventReactionFireTargetUpdate(const Edict &shooter, const Edict &target, int tus, int step)
void G_EventThrow(teammask_t teamMask, const fireDef_t *fd, float dt, byte flags, const vec3_t position, const vec3_t velocity)
Edict * G_EdictsGetByNum(const int num)
Get an entity by it's number.
actorHands_t getHand() const
How many TUs (and of what type) did a player reserve for a unit?
void G_EventStartShoot(const Edict &ent, teammask_t teamMask, shoot_types_t shootType, const pos3_t at)
Start the shooting event.
void G_EventEndShoot(const Edict &ent, teammask_t teamMask)
Ends the shooting event.
Item * getLeftHandItem() const
QGL_EXTERN int GLboolean GLfloat * v
int G_ActorCalculateMaxTU(const Edict *ent)
int skills[SKILL_NUM_TYPES]
Interface for g_client.cpp.
playermask_t G_TeamToPM(int team)
Generates the player bit mask for a given team.
void G_EventReactionFireRemoveTarget(const Edict &shooter, const Edict &target, int step)
#define G_IsBreakable(ent)
void G_EventParticleSpawn(playermask_t playerMask, const char *name, int levelFlags, const vec3_t s, const vec3_t v, const vec3_t a)
Spawn a new particle for the client.
chrReservations_t reservedTus