53 int entnum, state, playerNum, attacker;
86 if (playerNum != le->
pnum) {
97 }
else if (!attacker) {
void CL_ActorRemoveFromTeamList(le_t *le)
Removes an actor (from your team) from the team list.
void CL_ActorPlaySound(const le_t *le, actorSound_t soundType)
Plays various sounds on actor action.
void CL_ActorConditionalMoveCalc(le_t *le)
Recalculate forbidden list, available moves and actor's move length for the current selected actor.
character_t * CL_ActorGetChr(const le_t *le)
Returns the character information for an actor in the teamlist.
int CL_CountVisibleEnemies(void)
Counts visible enemies on the battlescape.
void HUD_DisplayMessage(const char *text)
Displays a message on the hud.
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).
void LE_SetThink(le_t *le, localEntityThinkFunc_t think)
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.
#define LE_GetAnimationIndexForDeath(le)
Valid indices from 1 - MAX_DEATH.
static const vec3_t player_dead_maxs
#define LE_NotFoundError(entnum)
const char * CL_PlayerGetName(unsigned int player)
Get the player name.
void CL_ParticleFree(ptl_t *p)
Free a particle and all it's children.
void setMaxs(const vec3_t maxi)
Primary header for client.
void Com_Error(int code, const char *fmt,...)
void Cvar_SetValue(const char *varName, float value)
Expands value to a string and calls Cvar_Set.
#define CONTENTS_DEADACTOR
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).
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 t...
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
void R_AnimChange(animState_t *as, const model_t *mod, const char *name)
Changes the animation for md2 models.
void R_AnimAppend(animState_t *as, const model_t *mod, const char *name)
Appends a new animation to the current running one.
bool Com_sprintf(char *dest, size_t size, const char *fmt,...)
copies formatted string with buffer-size checking
const char * va(const char *format,...)
does a varargs printf into a temp buffer, so I don't need to have varargs versions of all text functi...
Describes a character with all its attributes.
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.