54#define ABILITY_NUM_TYPES SKILL_CLOSE
56typedef struct chrTemplate_s {
228#define MAX_TEAMDEFS 64
229#define MAX_CHARACTER_TEMPLATES 24
230#define MAX_TEMPLATES_PER_TEAM 16
245typedef struct ugv_s {
266#define BODYPART_MAXTYPE 4
287 const char*
id(
void)
const;
288 const char*
id(
const short bodyPart)
const;
289 const char*
name(
const short bodyPart)
const;
295 void setId(
const char*
id);
297 short getHitBodyPart(
const byte direction,
const float height)
const;
298 float getArea(
const short bodyPart)
const;
301typedef struct teamNames_s {
307typedef struct teamDef_s {
371#define MAX_CHARACTER_IMPLANTS 4
const implant_t * CHRSH_ApplyImplant(character_t &chr, const implantDef_t &def)
Add a new implant to a character.
bool CHRSH_IsTeamDefRobot(const teamDef_t *const td)
Check if a team definition is a robot.
bool CHRSH_IsTeamDefAlien(const teamDef_t *const td)
Check if a team definition is alien.
const char * CHRSH_CharGetBody(const character_t *const chr)
Returns the body model for the soldiers for armoured and non armoured soldiers.
void CHRSH_UpdateImplants(character_t &chr)
Updates the characters permanent implants. Called every day.
bool CHRSH_IsArmourUseableForTeam(const objDef_t *od, const teamDef_t *teamDef)
const char * CHRSH_CharGetHead(const character_t *const chr)
Returns the head model for the soldiers for armoured and non armoured soldiers.
#define MAX_TEMPLATES_PER_TEAM
void CHRSH_CharGenAbilitySkills(character_t *chr, bool multiplayer, const char *templateId="") __attribute__((nonnull))
Generates a skill and ability set for any character.
#define MAX_CHARACTER_IMPLANTS
actorSound_t
Types of actor sounds being issued by CL_ActorPlaySound().
const chrTemplate_t * CHRSH_GetTemplateByID(const teamDef_t *teamDef, const char *templateId)
float getArea(const short bodyPart) const
void setId(const char *id)
void addBodyPart(const BodyPartData &bodyPart)
BodyPartData _bodyParts[BODYPART_MAXTYPE]
float woundThreshold(const short bodyPart) const
short getHitBodyPart(const byte direction, const float height) const
short numBodyParts(void) const
float penalty(const short bodyPart, const modifier_types_t type) const
const char * id(void) const
float bleedingFactor(const short bodyPart) const
short getRandomBodyPart(void) const
int penalties[MODIFIER_MAX]
void set(const actorHands_t hand, const fireDefIndex_t fmIdx, const objDef_t *weapon)
actorHands_t getHand() const
const objDef_t * getWeapon() const
void setHand(const actorHands_t hand)
bool isSaneFiremode() const
inventory definition with all its containers
#define MAX_FIREDEFS_PER_WEAPON
QGL_EXTERN GLint GLenum type
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
Describes a character with all its attributes.
chrReservations_t reservedTus
const teamDef_t * teamDef
chrScoreMission_t * scoreMission
actorSizeEnum_t fieldSize
implant_t implants[MAX_CHARACTER_IMPLANTS]
How many TUs (and of what type) did a player reserve for a unit?
FiremodeSettings shotSettings
Structure of all stats collected for an actor over time.
int initialSkills[SKILL_NUM_TYPES+1]
int stuns[KILLED_NUM_TYPES]
int kills[KILLED_NUM_TYPES]
int skills[SKILL_NUM_TYPES]
int experience[SKILL_NUM_TYPES+1]
Structure of all stats collected in a mission.
int hitsSplashDamage[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
int fired[SKILL_NUM_TYPES]
int firedSplash[SKILL_NUM_TYPES]
bool firedHit[KILLED_NUM_TYPES]
int hitsSplash[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
int hits[SKILL_NUM_TYPES][KILLED_NUM_TYPES]
int firedTUs[SKILL_NUM_TYPES]
int stuns[KILLED_NUM_TYPES]
int skillKills[SKILL_NUM_TYPES]
int kills[KILLED_NUM_TYPES]
bool firedSplashHit[KILLED_NUM_TYPES]
int firedSplashTUs[SKILL_NUM_TYPES]
int skills[SKILL_NUM_TYPES+1][2]
Defines all attributes of objects used in the inventory.
short resistance[MAX_DAMAGETYPES]
const objDef_t * onlyWeapon
const char * getActorSound(int gender, actorSound_t soundType) const
int numSounds[SND_MAX][NAME_LAST]
linkedList_t *const * names
linkedList_t * sounds[SND_MAX][NAME_LAST]
const chrTemplate_t * characterTemplates[MAX_TEMPLATES_PER_TEAM]
char deathTextureName[MAX_VAR]
linkedList_t * models[NAME_LAST]
char hitParticle[MAX_VAR]
char footstepSound[MAX_VAR]
const BodyData * bodyTemplate
linkedList_t * names[NAME_NUM_TYPES]
int numNames[NAME_NUM_TYPES]
Defines a type of UGV/Robot.
int woundLevel[BODYPART_MAXTYPE]
int treatmentLevel[BODYPART_MAXTYPE]