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...
Struct that defines one particular event with all its callbacks and data.
CL_ParseEvent timers and vars.