40 const int eventTime = eventTiming->
nextTime;
43 if (!
cls.isOurRound())
54 if (!watcher || !target)
86 le_t* leResponsible =
LE_Get(entnumResponsible);
104 int modelnum1, modelnum2;
112 if (teamDefID < 0 || teamDefID >
csi.numTeamDefs)
113 Com_Printf(
"CL_ActorAppear: Invalid teamDef index\n");
127 Com_Error(
ERR_DROP,
"Unknown fieldSize for le in CL_ActorAppear (EV_ACTOR_APPEAR)");
153 if (!
cls.isOurRound()) {
void CL_ActorAddToTeamList(le_t *le)
Adds the actor to the team list.
bool CL_AddActor(le_t *le, entity_t *ent)
Adds an actor to the render entities with all it's models and items.
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor.
bool CL_AddUGV(le_t *le, entity_t *ent)
Adds an UGV to the render entities.
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
void CL_CheckCameraRoute(const pos3_t from, const pos3_t target)
Only moves the camera to the given target location if its not yet close enough.
bool GAME_TeamIsKnown(const teamDef_t *teamDef)
Shared game type headers.
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
void LE_CenterView(const le_t *le)
Center the camera on the local entity's origin.
void LE_Unlock(le_t *le)
Unlocks a previously locked le_t struct.
bool LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden).
model_t * LE_GetDrawModel(unsigned int index)
le_t * LE_Add(int entnum)
Add a new local entity to the scene.
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
void LET_StartIdle(le_t *le)
Change the animation of an actor to the idle animation (which can be panic, dead or stand).
void LE_Lock(le_t *le)
Markes a le_t struct as locked. Should be called at the beginning of an event handler on this le_t,...
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
static const vec3_t player_mins
#define LE_IsCrouched(le)
static const vec3_t player_maxs
#define LE_IsCivilian(le)
static const vec3_t player_dead_maxs
#define LE_NotFoundError(entnum)
ptl_t * CL_ParticleSpawn(const char *name, int levelFlags, const vec3_t s, const vec3_t v, const vec3_t a)
Spawn a new particle to the map.
void setMaxs(const vec3_t maxi)
void setMins(const vec3_t mini)
Primary header for client.
void Com_Error(int code, const char *fmt,...)
void Com_Printf(const char *const fmt,...)
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
#define CONTENTS_DEADACTOR
#define ACTOR_SIZE_NORMAL
static void CL_DrawLineOfSight(const le_t *watcher, const le_t *target)
draw a simple 'spotted' line from a spotter to the spotted
void CL_ActorAppear(const eventRegister_t *self, dbuffer *msg)
int CL_ActorAppearTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void Grid_PosToVec(const Routing &routing, const actorSizeEnum_t actorSize, const pos3_t pos, vec3_t vec)
Converts a grid position to world coordinates.
Battlescape grid functions.
const float directionAngles[CORE_DIRECTIONS]
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
int NET_ReadShort(dbuffer *buf)
#define SKIP_LOCAL_ENTITY
bool Com_sprintf(char *dest, size_t size, const char *fmt,...)
copies formatted string with buffer-size checking
Struct that defines one particular event with all its callbacks and data.
const char * formatString
The format string that is used to write and parse this event.
CL_ParseEvent timers and vars.
actorSizeEnum_t fieldSize
localEntitiyAddFunc_t addFunc
#define VectorCopy(src, dest)
#define VectorSet(v, x, y, z)