UFO: Alien Invasion
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e_event_actordie.cpp File Reference
Include dependency graph for e_event_actordie.cpp:

Go to the source code of this file.

Functions

int CL_ActorDieTime (const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
 Some events will be delayed if they are executed in the context of a dying actor. That's why we set the parsedDeath value to true here.
void CL_ActorDie (const eventRegister_t *self, dbuffer *msg)
 Kills an actor (all that is needed is the local entity state set to STATE_DEAD).

Function Documentation

◆ CL_ActorDie()

void CL_ActorDie ( const eventRegister_t * self,
dbuffer * msg )

Kills an actor (all that is needed is the local entity state set to STATE_DEAD).

Note
Also changes the animation to a random death sequence and appends the dead animation
Parameters
[in]msgThe netchannel message
[in]selfPointer to the event structure that is currently executed
Todo
CHRSH_IsTeamDefRobot: spawn smoke particles for robots

Definition at line 51 of file e_event_actordie.cpp.

References _, le_t::aabb, le_t::as, cl, CL_ActorConditionalMoveCalc(), CL_ActorGetChr(), CL_ActorPlaySound(), CL_ActorRemoveFromTeamList(), CL_CountVisibleEnemies(), CL_ParticleFree(), CL_PlayerGetName(), cls, Com_Error(), Com_sprintf(), le_t::contents, CONTENTS_DEADACTOR, Cvar_SetValue(), ERR_DROP, eventRegister_t::formatString, HUD_DisplayMessage(), LE_Get(), LE_GetAnimationIndexForDeath, LE_IsDead, LE_IsLivingActor(), LE_IsStunned, LE_Lock(), LE_NotFoundError, LE_SetThink(), LE_Unlock(), lengthof, le_t::model1, character_t::name, NET_ReadFormat(), player_dead_maxs, le_t::pnum, le_t::ptl, R_AnimAppend(), R_AnimChange(), le_t::resetFloor(), selActor, AABB::setMaxs(), SND_DEATH, le_t::state, le_t::team, TEAM_ALIEN, TEAM_CIVILIAN, TEAM_PHALANX, le_t::type, and va().

◆ CL_ActorDieTime()

int CL_ActorDieTime ( const struct eventRegister_s * self,
dbuffer * msg,
eventTiming_t * eventTiming )

Some events will be delayed if they are executed in the context of a dying actor. That's why we set the parsedDeath value to true here.

Definition at line 37 of file e_event_actordie.cpp.

References cl, eventTiming_t::impactTime, eventTiming_t::nextTime, eventTiming_t::parsedDeath, and eventTiming_t::parsedShot.