le_t * LE_Add(int entnum)
Add a new local entity to the scene.
le_t * LE_Get(int entnum)
Searches all local entities for the one with the searched entnum.
#define LE_SetInvisible(le)
Primary header for client.
void Com_DPrintf(int level, const char *fmt,...)
A Com_Printf that only shows up if the "developer" cvar is set.
int CL_EntAppearTime(const struct eventRegister_s *self, dbuffer *msg, eventTiming_t *eventTiming)
void CL_EntAppear(const eventRegister_t *self, dbuffer *msg)
Let an entity appear - like an item on the ground that just got visible.
void Grid_PosToVec(const Routing &routing, const actorSizeEnum_t actorSize, const pos3_t pos, vec3_t vec)
Converts a grid position to world coordinates.
Battlescape grid functions.
void NET_ReadFormat(dbuffer *buf, const char *format,...)
The user-friendly version of NET_ReadFormat that reads variable arguments from a buffer according to ...
QGL_EXTERN GLint GLenum type
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.
actorSizeEnum_t fieldSize
#define VectorCopy(src, dest)