UFO: Alien Invasion
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a local entity More...
#include <cl_localentity.h>
Public Member Functions | |
bool | isMoving () const |
Item * | getRightHandItem () const |
Item * | getLeftHandItem () const |
Item * | getHandItem (actorHands_t hand) const |
Item * | getFloorContainer () const |
void | setFloorContainer (Item *il) |
void | setFloor (le_s *other) |
void | resetFloor () |
void | init () |
a local entity
Definition at line 66 of file cl_localentity.h.
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Definition at line 185 of file cl_localentity.h.
References Inventory::getFloorContainer().
Referenced by GAME_CollectItems(), LE_PlaceItem(), and setFloor().
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Definition at line 177 of file cl_localentity.h.
References ACTOR_HAND_LEFT, ACTOR_HAND_RIGHT, Inventory::getLeftHandContainer(), and Inventory::getRightHandContainer().
Referenced by CL_ActorGetReactionFireFireDef(), HUD_FireWeapon_f(), HUD_GetFireDefinitionForHand(), and HUD_ReactionFireGetTUs().
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Definition at line 173 of file cl_localentity.h.
References Inventory::getLeftHandContainer().
Referenced by CL_ActorGetMuzzle(), HUD_CheckShooting(), HUD_DisplayActions(), HUD_GetLeftHandWeapon(), HUD_ReactionFireGetTUs(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and HUD_UpdateButtons().
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Definition at line 169 of file cl_localentity.h.
References Inventory::getRightHandContainer().
Referenced by CL_ActorGetMuzzle(), HUD_DisplayActions(), HUD_GetLeftHandWeapon(), HUD_ReactionFireGetTUs(), HUD_ReloadRight_f(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorFireMode(), HUD_UpdateActorStats(), and HUD_UpdateButtons().
void le_t::init | ( | ) |
Definition at line 43 of file cl_localentity.cpp.
References aabb, ACTOR_SIZE_INVALID, actorMode, actorMoveLength, addFunc, alpha, angle, angles, as, attenuation, bodySkin, clientAction, contents, currentSelectedFiremode, dir, dvtab, AABB::EMPTY, endTime, entnum, ET_NULL, fd, fieldSize, flags, gender, headgear, headSkin, HP, Inventory::init(), inlineModelName, inuse, inv, left, levelflags, lighting, M_MOVE, maxHP, maxMorale, maxTU, model1, model2, modelnum1, modelnum2, morale, mousePendPos, newPos, OBJZERO, oldOrigin, oldPos, particleID, pathContents, pathLength, pathPos, pnum, pos, positionContents, ptl, ref1, ref2, ref3, right, rotationSpeed, sampleIdx, slidingSpeed, speed, startTime, state, stepIndex, stepList, STUN, team, teamDef, think, thinkDelay, TU, type, ucn, VectorClear, volume, and wounds.
Referenced by LE_Add().
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Definition at line 139 of file cl_localentity.h.
Referenced by CL_ActorCheckAction(), CL_ActorDoMove(), and HUD_DisplayFiremodes_f().
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Definition at line 197 of file cl_localentity.h.
References Inventory::setFloorContainer().
Referenced by CL_ActorDie(), CL_ActorDoMove(), CL_ActorStateChange(), CL_EntPerish(), and LE_LinkFloorContainer().
Definition at line 193 of file cl_localentity.h.
References getFloorContainer(), and Inventory::setFloorContainer().
Referenced by CL_ActorRevitalised(), LE_LinkFloorContainer(), and LE_PlaceItem().
Definition at line 189 of file cl_localentity.h.
References Inventory::setFloorContainer().
AABB le_s::aabb |
the bounding box
Definition at line 109 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorRevitalised(), CL_ActorStateChange(), CL_AddBrushModel(), CL_AddEdict(), CL_AddEdictFunc(), CL_HullForEntity(), init(), LE_BrushModelAction(), and LE_FindRadius().
actorModes_t le_s::actorMode |
current selected action for this actor
Definition at line 96 of file cl_localentity.h.
Referenced by CL_ActorActionMouse(), CL_ActorConfirmAction(), CL_ActorMoveMouse(), CL_ActorSelectMouse(), CL_ActorSetMode(), CL_ActorShoot(), CL_ActorTargetAlign_f(), CL_ActorTurnMouse(), CL_AddTargeting(), CL_GetHitProbability(), HUD_UpdateActor(), HUD_UpdateActorFireMode(), init(), and UI_KeyPressed().
byte le_s::actorMoveLength |
The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos)
Definition at line 104 of file cl_localentity.h.
Referenced by CL_ActorResetMoveLength(), CL_AddTargetingBox(), HUD_UpdateActor(), HUD_UpdateActorMove(), and init().
localEntitiyAddFunc_t le_s::addFunc |
is called before adding a le to scene
Definition at line 167 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_AddEdict(), init(), and LE_AddToScene().
float le_s::alpha |
alpha color value for rendering
Definition at line 86 of file cl_localentity.h.
Referenced by CL_AddActor(), CL_AddUGV(), init(), and LE_AddToScene().
int le_s::angle |
the current dir the le is facing into. Beware, this can either be an index in the bytedirs array or an index for the angles array of the le
Definition at line 73 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoTurn(), CL_AddBrushModel(), CL_CameraAppear(), init(), LE_AddGrenade(), LE_AddProjectile(), LE_DoPathMove(), LET_BrushModel(), LET_Projectile(), and UI_RadarNodeDrawActor().
float le_s::angles[3] |
rotation angle, for actors only the YAW is used
Definition at line 85 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoTurn(), CL_ActorGetMuzzle(), CL_AddBrushModel(), CL_CameraAppear(), CL_HullForEntity(), init(), LE_AddEdictHighlight(), LE_AddToScene(), LE_BrushModelAction(), LE_DoPathMove(), LE_PlaceItem(), LET_BrushModel(), and LET_RotateDoor().
animState_t le_s::as |
gfx holds things like the current active frame and so on
Definition at line 150 of file cl_localentity.h.
Referenced by CL_ActorDie(), CL_ActorDoShoot(), CL_ActorGetMuzzle(), CL_ActorStartShoot(), CL_CameraAppear(), CL_EntPerish(), HUD_UpdateActorCvar(), init(), LE_AddToScene(), LE_Think(), LET_StartIdle(), and LET_StartPathMove().
float le_s::attenuation |
attenuation value for local entity sounds
Definition at line 146 of file cl_localentity.h.
Referenced by init(), LE_AddAmbientSound(), and S_Frame().
unsigned int le_s::bodySkin |
the skin number of the body
Definition at line 115 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddUGV(), CL_GetReactionFireHead(), init(), and LE_AddToScene().
struct le_s* le_s::clientAction |
entity from server that is currently triggered and wait for client action
Definition at line 106 of file cl_localentity.h.
Referenced by CL_ActorClientAction(), CL_ActorMouseTrace(), CL_ActorResetClientAction(), CL_ActorSelect(), CL_ActorUse(), CL_ActorUse_f(), CL_BattlescapeSearchAtGridPos(), init(), and LE_AddToScene().
int le_s::contents |
content flags for this LE - used for tracing
Definition at line 108 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_AddBrushModel(), CL_ClipMoveToLEs(), CL_HullForEntity(), init(), and LE_AddToScene().
fireDefIndex_t le_s::currentSelectedFiremode |
Definition at line 94 of file cl_localentity.h.
Referenced by CL_ActorShoot(), CL_ActorUseHeadgear_f(), HUD_FireWeapon_f(), HUD_UpdateActorFireMode(), and init().
int le_s::dir |
Definition at line 76 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), init(), LET_RotateDoor(), and LET_SlideDoor().
various think function vars
Definition at line 127 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), and LE_DoPathMove().
int le_s::endTime |
Definition at line 134 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_AddGrenade(), LE_AddProjectile(), LE_DoPathMove(), LET_PathMove(), and LET_Projectile().
int le_s::entnum |
the server side edict num this le belongs to
Definition at line 69 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), CL_ActorInvMove(), CL_ActorReactionFireAbortShot(), CL_ActorReactionFireAddTarget(), CL_ActorReactionFireRemoveTarget(), CL_ActorReactionFireTargetUpdate(), CL_ActorReserveTUs(), CL_ActorShoot(), CL_ActorStandCrouch_f(), CL_ActorStartMove(), CL_ActorStats(), CL_ActorTurnMouse(), CL_ActorUse(), CL_ActorUse_f(), CL_GetStepTime(), HUD_ToggleReaction_f(), HUD_UpdateReactionFiremodes(), init(), LE_Add(), LE_Get(), LE_Lock(), LE_Unlock(), LET_StartIdle(), and LET_StartPathMove().
const fireDef_t* le_s::fd |
in case this is a projectile or an actor
Definition at line 164 of file cl_localentity.h.
Referenced by CL_ActorSetFireDef(), CL_ActorTargetAlign_f(), CL_AddTargeting(), CL_GetHitProbability(), CL_TargetingGrenade(), CL_TargetingStraight(), HUD_UpdateActorFireMode(), init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
actorSizeEnum_t le_s::fieldSize |
ACTOR_SIZE_*
Definition at line 158 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorMoveMode(), CL_ActorStandCrouch_f(), CL_ActorTraceMove(), CL_AddTargeting(), CL_AddTargetingBox(), CL_BattlescapeSearchAtGridPos(), CL_BuildForbiddenList(), CL_EntAppear(), CL_TargetingGrenade(), CL_TargetingStraight(), init(), LE_ActorGetStepTime(), LE_Add(), LE_PlaceItem(), and LET_PathMove().
int le_s::flags |
Definition at line 92 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorSelect(), CL_AddBrushModel(), CL_CameraAppear(), CL_EntPerish(), CL_InvAdd(), init(), LE_AddToScene(), LE_IsLocked(), LE_Lock(), LE_PlaceItem(), and LE_Unlock().
int le_s::gender |
nametypes_t
Definition at line 163 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorPlaySound(), and init().
int le_s::headgear |
item indices that the actor holds in his hands
Definition at line 157 of file cl_localentity.h.
Referenced by CL_InvAdd(), CL_InvDel(), and init().
unsigned int le_s::headSkin |
the skin number of the head
Definition at line 116 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddActor(), CL_GetReactionFireHead(), HUD_UpdateActorStats(), and init().
int le_s::HP |
Definition at line 80 of file cl_localentity.h.
Referenced by CL_ActorStats(), CL_AddActor(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().
char le_s::inlineModelName[8] |
for bmodels
Definition at line 112 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), CL_GridRecalcRouting(), init(), LE_GenerateInlineModelList(), LET_RotateDoor(), and LET_SlideDoor().
bool le_s::inuse |
Definition at line 67 of file cl_localentity.h.
Referenced by CL_ActorSelect(), CL_ActorSelectNext(), CL_ActorSelectPrev(), CL_AddEdict(), CL_CameraAppear(), CL_EntAppear(), CL_EntDestroy(), CL_Explode(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), init(), LE_Add(), LE_AddGrenade(), LE_AddProjectile(), LE_AddToScene(), LE_Cleanup(), LE_ExecuteThink(), LE_GetNextInUse(), and LET_Projectile().
Inventory le_s::inv |
Definition at line 156 of file cl_localentity.h.
Referenced by CL_ActorCleanup(), CL_ActorInvMove(), CL_ActorReload(), CL_ActorSelect(), CL_ActorUseHeadgear_f(), CL_EntPerish(), CL_InvAdd(), CL_InvAmmo(), CL_InvDel(), CL_InvReload(), GAME_CollectItems(), HUD_CalcReloadTime(), HUD_ToggleReaction_f(), HUD_UpdateActorFireMode(), HUD_UpdateActorLoad_f(), HUD_UpdateButtons(), HUD_WeaponCanBeReloaded(), init(), and LE_Cleanup().
int le_s::left |
Definition at line 157 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoShoot(), CL_ActorStartShoot(), CL_AddActor(), CL_AddUGV(), CL_InvAdd(), CL_InvDel(), init(), LET_StartIdle(), and LET_StartPathMove().
int le_s::levelflags |
the levels this local entity should be visible at
Definition at line 152 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), CL_CameraAppear(), CL_ParticleAppear(), init(), LE_AddAmbientSound(), LE_AddToScene(), and LE_BrushModelAction().
lighting_t le_s::lighting |
Definition at line 160 of file cl_localentity.h.
Referenced by init(), and LE_AddToScene().
int le_s::maxHP |
health points
Definition at line 80 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorInjuryModifier(), CL_ActorStats(), CL_ActorWound(), CL_AddActor(), HUD_ActorWoundData_f(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().
int le_s::maxMorale |
morale value - used for soldier panic and the like
Definition at line 79 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().
int le_s::maxTU |
time units
Definition at line 78 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().
model_t* le_s::model1 |
Definition at line 117 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorDoShoot(), CL_ActorGetMuzzle(), CL_ActorStartShoot(), CL_AddActor(), CL_AddBrushModel(), CL_CameraAppear(), CL_GetReactionFireHead(), CL_GridRecalcRouting(), CL_ViewLoadMedia(), HUD_UpdateActorCvar(), init(), LE_AddToScene(), LE_GenerateInlineModelList(), LE_PlaceItem(), LE_Think(), LET_StartIdle(), and LET_StartPathMove().
model_t * le_s::model2 |
pointers to the cl.model_draw array that holds the models for body and head - model1 is body, model2 is head
Definition at line 117 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddActor(), CL_AddUGV(), CL_GetReactionFireHead(), CL_ViewLoadMedia(), HUD_UpdateActorStats(), and init().
unsigned int le_s::modelnum1 |
the number of the body model in the cl.model_draw array
Definition at line 113 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_Explode(), CL_ViewLoadMedia(), init(), and LE_GetClipModel().
unsigned int le_s::modelnum2 |
the number of the head model in the cl.model_draw array
Definition at line 114 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ViewLoadMedia(), and init().
int le_s::morale |
Definition at line 79 of file cl_localentity.h.
Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorMove(), HUD_UpdateActorStats(), and init().
pos3_t le_s::mousePendPos |
for double-click movement and confirmations ...
Definition at line 98 of file cl_localentity.h.
Referenced by CL_ActorConfirmAction(), CL_ActorMoveMouse(), CL_ActorSelectMouse(), CL_AddTargeting(), CL_GetHitProbability(), and init().
pos3_t le_s::newPos |
position on the grid
Definition at line 72 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_DoEndPathMove(), and LET_HiddenMove().
vec3_t le_s::oldOrigin |
position given via world coordinates
Definition at line 71 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), and init().
pos3_t le_s::oldPos |
Definition at line 72 of file cl_localentity.h.
Referenced by init(), LE_DoPathMove(), and LET_PathMove().
vec3_t le_s::origin |
Definition at line 71 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorGetClosest(), CL_ActorGetMuzzle(), CL_ActorIsReactionFireOutOfRange(), CL_ActorPlaySound(), CL_ActorReactionFireAddTarget(), CL_ActorVis(), CL_AddActor(), CL_AddBrushModel(), CL_AddEdictFunc(), CL_CameraAppear(), CL_ClipMoveToLEs(), CL_DrawLineOfSight(), CL_EntAppear(), CL_Explode(), CL_GetHitProbability(), CL_InvReload(), CL_NextAlienVisibleFromActor_f(), CL_SoundEvent(), uiRadarNode::draw(), LE_AddAmbientSound(), LE_AddEdictHighlight(), LE_AddProjectile(), LE_AddToScene(), LE_BrushModelAction(), LE_CenterView(), LE_FindRadius(), LE_PlaceItem(), LE_PlayFootStepSound(), LE_PlaySoundFileForContents(), LET_PathMove(), LET_Projectile(), LET_RotateDoor(), LET_SlideDoor(), and S_Frame().
const char* le_s::particleID |
Definition at line 151 of file cl_localentity.h.
Referenced by CL_ParticleAppear(), and init().
content flags of the brushes the actor is walking in
Definition at line 128 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_DoPathMove(), and LE_PlayFootStepSound().
int le_s::pathLength |
Definition at line 130 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_DoEndPathMove(), LET_PathMove(), and LET_StartIdle().
int le_s::pathPos |
Definition at line 130 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_DoEndPathMove(), LE_DoPathMove(), LE_PlayFootStepSound(), LET_PathMove(), and LET_StartIdle().
int le_s::pnum |
the player number this local entity belongs to
Definition at line 89 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorConfirmAction(), CL_ActorDie(), CL_ActorSelect(), CL_ActorStats(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), init(), and LET_StartPathMove().
pos3_t le_s::pos |
Definition at line 72 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorDoMove(), CL_ActorDoMoveTime(), CL_ActorMoveMode(), CL_ActorRevitalised(), CL_ActorSelectList(), CL_ActorStandCrouch_f(), CL_ActorTurnMouse(), CL_ActorUseHeadgear_f(), CL_AddActor(), CL_AddBrushModel(), CL_AddTargeting(), CL_BattlescapeSearchAtGridPos(), CL_BuildForbiddenList(), CL_EntAppear(), CL_EntPerish(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), CL_StartGame(), CL_TargetingGrenade(), CL_TargetingStraight(), uiRadarNode::draw(), init(), LE_AddToScene(), LE_CenterView(), LE_DoEndPathMove(), LE_DoPathMove(), LE_Find(), LE_GetFromPos(), LE_LinkFloorContainer(), LE_PlaceItem(), LE_PlayFootStepSound(), LE_PlaySoundFileAndParticleForSurface(), LET_HiddenMove(), LET_PathMove(), and UI_RadarNodeGetActorColor().
int le_s::positionContents |
content flags for the current brush the actor is standing in
Definition at line 129 of file cl_localentity.h.
Referenced by init(), LE_DoPathMove(), and LE_PlaySoundFileForContents().
ptl_t* le_s::ptl |
particle pointer to display
Definition at line 153 of file cl_localentity.h.
Referenced by CL_ActorDie(), CL_ActorRevitalised(), CL_AddActor(), CL_EntPerish(), CL_ParticleAppear(), init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
const char* le_s::ref1 |
Definition at line 154 of file cl_localentity.h.
Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
const char * le_s::ref2 |
Definition at line 154 of file cl_localentity.h.
Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
const struct le_s* le_s::ref3 |
Definition at line 155 of file cl_localentity.h.
Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
int le_s::right |
Definition at line 157 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoShoot(), CL_ActorStartShoot(), CL_AddActor(), CL_AddUGV(), CL_InvAdd(), CL_InvDel(), init(), LET_StartIdle(), and LET_StartPathMove().
float le_s::rotationSpeed |
Definition at line 136 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), init(), LET_BrushModel(), LET_DoorRotatingClose(), and LET_DoorRotatingOpen().
int le_s::sampleIdx |
sound effects
Definition at line 145 of file cl_localentity.h.
Referenced by init(), LE_AddAmbientSound(), and S_Frame().
vec3_t le_s::size |
Definition at line 110 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), and LET_SlideDoor().
int le_s::slidingSpeed |
Definition at line 137 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), init(), LET_DoorSlidingClose(), and LET_DoorSlidingOpen().
the speed the le is moving with
Definition at line 135 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), and LE_DoPathMove().
int le_s::startTime |
Definition at line 134 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), init(), LE_DoPathMove(), and LET_PathMove().
int le_s::state |
rf states, dead, crouched and so on
Definition at line 82 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorDie(), CL_ActorDoShoot(), CL_ActorReservedTUs(), CL_ActorRevitalised(), CL_ActorSelect(), CL_ActorStartShoot(), CL_ActorStateChange(), HUD_DisplayImpossibleReaction(), HUD_DisplayPossibleReaction(), HUD_ToggleReaction_f(), HUD_UpdateButtons(), HUD_UpdateCursor(), HUD_UsableReactionTUs(), init(), LET_Projectile(), LET_StartIdle(), and LET_StartPathMove().
int le_s::stepIndex |
marks the current step in the stepList
that should be used to get the event time for following step based events
Definition at line 132 of file cl_localentity.h.
Referenced by CL_ActorDoMoveTime(), CL_GetStepTime(), CL_NotifyBattlescapeEventDelay(), init(), and LET_StartIdle().
leStep_t* le_s::stepList |
list of steps - each new step is appended to this list (fifo)
Definition at line 131 of file cl_localentity.h.
Referenced by CL_ActorDoMoveTime(), CL_GetStepTime(), CL_NotifyBattlescapeEventDelay(), init(), and LET_StartIdle().
int le_s::STUN |
if stunned - state STATE_STUN
Definition at line 81 of file cl_localentity.h.
Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().
int le_s::team |
the team number this local entity belongs to
Definition at line 88 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorConfirmAction(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDoMove(), CL_ActorGetClosest(), CL_ActorRevitalised(), CL_ActorStateChange(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_CameraAppear(), CL_CountVisibleEnemies(), CL_EntPerish(), CL_InvAmmo(), CL_InvReload(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), CL_SoundEvent(), CL_TargetingStraight(), GAME_CollectItems(), init(), LE_CenterView(), LE_DoEndPathMove(), LET_StartPathMove(), and UI_RadarNodeGetActorColor().
teamDef_t* le_s::teamDef |
Definition at line 162 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorPlaySound(), CL_ActorWound(), CL_AddActor(), CL_AddTargetingBox(), CL_GetReactionFireHead(), GAME_CollectAliens(), HUD_ActorWoundData_f(), init(), LE_ActorBodyHit(), and LE_PlayFootStepSound().
localEntityThinkFunc_t le_s::think |
is called every frame
Definition at line 122 of file cl_localentity.h.
Referenced by CL_DoorClose(), CL_DoorOpen(), init(), LE_ExecuteThink(), and LE_SetThink().
int le_s::thinkDelay |
number of milliseconds to skip the think function for
Definition at line 124 of file cl_localentity.h.
Referenced by init(), LET_BrushModel(), and LET_SlideDoor().
int le_s::TU |
Definition at line 78 of file cl_localentity.h.
Referenced by CL_ActorStats(), CL_ActorUsableTUs(), HUD_CheckReload(), HUD_DisplayActions(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorMove(), HUD_UpdateActorStats(), and init().
entity_type_t le_s::type |
the local entity type
Definition at line 68 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorDie(), CL_ActorDoMove(), CL_ActorDoShoot(), CL_ActorDoTurn(), CL_ActorStartShoot(), CL_ActorStateChange(), CL_ActorStats(), CL_ActorWound(), CL_AddBrushModel(), CL_AddEdict(), CL_BuildForbiddenList(), CL_CameraAppear(), CL_DoorClose(), CL_DoorOpen(), CL_EntAppear(), CL_EntPerish(), CL_HullForEntity(), CL_InvAdd(), CL_InvDel(), uiRadarNode::draw(), init(), LE_AddAmbientSound(), LE_AddToScene(), LE_BrushModelAction(), LE_Find(), LE_FindRadius(), LE_IsActor(), LE_IsLivingAndVisibleActor(), LE_IsOriginBrush(), LE_PlaceItem(), LET_BrushModel(), and S_Frame().
int le_s::ucn |
the unique character number to match between server and client characters
Definition at line 90 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorGetChr(), CL_ActorGetFromCharacter(), and init().
float le_s::volume |
loop sound volume - 0.0f-1.0f
Definition at line 147 of file cl_localentity.h.
Referenced by init(), LE_AddAmbientSound(), and S_Frame().
woundInfo_t le_s::wounds |
Definition at line 83 of file cl_localentity.h.
Referenced by CL_ActorInjuryModifier(), CL_ActorWound(), HUD_ActorWoundData_f(), and init().