35 const int eventTime = eventTiming->
nextTime;
67 if (!
cls.isOurRound())
76 Com_Printf(
"CL_ActorStartShoot: LE (%i) not a living actor (type: %i)\n", entnum, le->
type);
91 Com_Error(
ERR_DROP,
"CL_ActorStartShoot: Invalid shootType given (entnum: %i, shootType: %i).\n", shootType, entnum);
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 LE_IsLivingActor(const le_t *le)
Checks whether the given le is a living actor (but might be hidden).
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
const char * LE_GetAnim(const char *anim, int right, int left, int state)
Get the correct animation for the given actor state and weapons.
Primary header for client.
void Com_Error(int code, const char *fmt,...)
void Com_Printf(const char *const fmt,...)
void CL_ActorStartShoot(const eventRegister_t *self, dbuffer *msg)
Starts shooting with actor.
int CL_ActorStartShootTime(const eventRegister_t *self, dbuffer *msg, eventTiming_t *eventTiming)
Decides if following events should be delayed.
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
#define IS_SHOT_RIGHT(x)
Determine whether the selected shoot type is for the item in the right hand, either shooting or react...
#define IS_SHOT_HEADGEAR(x)
Determine whether the selected shoot type is for the item in the headgear slot.
int32_t shoot_types_t
Available shoot types - also see the ST_ constants.
#define IS_SHOT_LEFT(x)
Determine whether the selected shoot type is for the item in the left hand, either shooting or reacti...
void R_AnimChange(animState_t *as, const model_t *mod, const char *name)
Changes the animation for md2 models.
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.