void G_ReactionFireNotifyClientStartMove(const Actor *target)
void G_ReactionFireTargetsDestroy(const Edict *shooter)
free function to destroy the table of reaction fire targets for the given edict.
void G_ReactionFireSettingsUpdate(Actor *actor, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t *od)
Updates the reaction fire settings in case something was moved into a hand or from a hand that would ...
void G_ReactionFireTargetsInit(void)
free function to initialize the reaction fire table for all entities.
void G_ReactionFirePostShot(Actor *target)
Called after 'target' has fired, this might trigger more reaction fire or resolve outstanding reactio...
bool G_ReactionFireOnMovement(Actor *target, int step)
Called when 'target' moves, possibly triggering or resolving reaction fire.
Defines all attributes of objects used in the inventory.
void G_ReactionFirePreShot(const Actor *target, const int fdTime)
Called when 'target' is about to shoot, this forces a 'draw' to decide who gets the first shot...
void G_ReactionFireOnDead(const Actor *target)
Removes the given target from the reaction fire lists.
bool G_ReactionFireSettingsReserveTUs(Actor *ent)
Set the reaction fire TU reservation for an actor.
void G_ReactionFireNotifyClientEndMove(const Actor *target)
void G_ReactionFireReset(int team)
Guess! Reset all "shaken" states on end of turn?
void G_ReactionFireNotifyClientRFAborted(const Actor *shooter, const Edict *target, int step)
Local definitions for game module.
void G_ReactionFireOnEndTurn(void)
Called at the end of turn, all outstanding reaction fire is resolved.
void G_ReactionFireTargetsCreate(const Edict *shooter)
free function to create a table of reaction fire targets for the given edict.