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g_reaction.h
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1 
7 /*
8 Copyright (C) 2002-2020 UFO: Alien Invasion.
9 
10 This program is free software; you can redistribute it and/or
11 modify it under the terms of the GNU General Public License
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19 See the GNU General Public License for more details.
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26 
27 #pragma once
28 
29 #include "g_local.h"
30 
31 void G_ReactionFirePreShot(const Actor* target, const int fdTime);
32 void G_ReactionFirePostShot(Actor* target);
33 void G_ReactionFireReset(int team);
34 void G_ReactionFireNotifyClientStartMove(const Actor* target);
35 void G_ReactionFireNotifyClientEndMove(const Actor* target);
36 void G_ReactionFireSettingsUpdate(Actor* actor, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t* od);
37 void G_ReactionFireNotifyClientRFAborted(const Actor* shooter, const Edict* target, int step);
39 bool G_ReactionFireOnMovement(Actor* target, int step);
40 void G_ReactionFireOnEndTurn(void);
41 void G_ReactionFireOnDead(const Actor* target);
42 void G_ReactionFireTargetsInit(void);
43 void G_ReactionFireTargetsCreate(const Edict* shooter);
44 void G_ReactionFireTargetsDestroy(const Edict* shooter);
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.
Definition: g_reaction.cpp:445
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 ...
Definition: g_reaction.cpp:555
void G_ReactionFireTargetsInit(void)
free function to initialize the reaction fire table for all entities.
Definition: g_reaction.cpp:427
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.
Definition: g_reaction.cpp:962
Defines all attributes of objects used in the inventory.
Definition: inv_shared.h:264
int32_t fireDefIndex_t
Definition: inv_shared.h:78
actorHands_t
Definition: inv_shared.h:626
An Edict of type Actor.
Definition: g_edict.h:348
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...
Definition: g_reaction.cpp:994
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.
Definition: g_reaction.cpp:665
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.
Definition: g_edict.h:45
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.
Definition: g_reaction.cpp:436