31 bool G_FindPath(
int team,
const Edict* movingActor,
const pos3_t from,
const pos3_t targetPos,
bool crouched =
false,
int maxTUs = 999999);
void G_ActorFall(Edict *ent)
Let an actor fall down if e.g. the func_breakable the actor was standing on was destroyed.
void G_MoveCalc(int team, const Actor *movingActor, const pos3_t from, int distance)
Precalculates a move table for a given team and a given starting position. This will calculate a rout...
bool G_FindPath(int team, const Edict *movingActor, const pos3_t from, const pos3_t targetPos, bool crouched=false, int maxTUs=999999)
Local definitions for game module.
pos_t G_ActorMoveLength(const Actor *actor, const pathing_t *path, const pos3_t to, bool stored)
Return the needed TUs to walk to a given position.
void G_ClientMove(const Player &player, int visTeam, Actor *actor, const pos3_t to)
Generates the client events that are send over the netchannel to move an actor.
short dvec_t
The direction vector tells us where the actor came from (in his previous step). The pathing table hol...
int G_FillDirectionTable(dvec_t *dvtab, size_t dvtabSize, byte crouchingState, pos3_t pos)
void G_MoveCalcLocal(pathing_t *pt, int team, const Edict *movingActor, const pos3_t from, int distance)
Same as G_MoveCalc, except that it uses the pathing table passed as the first param.