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UFO: Alien Invasion
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#include "../../e_main.h"

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). | |
| 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).
| [in] | msg | The netchannel message |
| [in] | self | Pointer to the event structure that is currently executed |
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().
| 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.