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UFO: Alien Invasion
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#include "../../client.h"#include "../cl_localentity.h"#include "e_main.h"#include "event/actor/e_event_actorappear.h"#include "event/actor/e_event_actoradd.h"#include "event/actor/e_event_actormove.h"#include "event/actor/e_event_actorturn.h"#include "event/actor/e_event_actorstartshoot.h"#include "event/actor/e_event_actorshoot.h"#include "event/actor/e_event_actorshoothidden.h"#include "event/actor/e_event_actorthrow.h"#include "event/actor/e_event_actorendshot.h"#include "event/actor/e_event_actordie.h"#include "event/actor/e_event_actorstats.h"#include "event/actor/e_event_actorstatechange.h"#include "event/actor/e_event_actorclientaction.h"#include "event/actor/e_event_actorreactionfirechange.h"#include "event/actor/e_event_actorreactionfireaddtarget.h"#include "event/actor/e_event_actorreactionfireremovetarget.h"#include "event/actor/e_event_actorreactionfiretargetupdate.h"#include "event/actor/e_event_actorreactionfireabortshot.h"#include "event/actor/e_event_actorresetclientaction.h"#include "event/actor/e_event_actorreservationchange.h"#include "event/actor/e_event_actorrevitalised.h"#include "event/actor/e_event_actorwound.h"#include "event/inventory/e_event_invadd.h"#include "event/inventory/e_event_invdel.h"#include "event/inventory/e_event_invammo.h"#include "event/inventory/e_event_invreload.h"#include "event/player/e_event_reset.h"#include "event/player/e_event_startgame.h"#include "event/player/e_event_doendround.h"#include "event/player/e_event_endroundannounce.h"#include "event/player/e_event_results.h"#include "event/player/e_event_centerview.h"#include "event/world/e_event_cameraappear.h"#include "event/world/e_event_entappear.h"#include "event/world/e_event_entperish.h"#include "event/world/e_event_entdestroy.h"#include "event/world/e_event_addbrushmodel.h"#include "event/world/e_event_addedict.h"#include "event/world/e_event_explode.h"#include "event/world/e_event_particleappear.h"#include "event/world/e_event_particlespawn.h"#include "event/world/e_event_dooropen.h"#include "event/world/e_event_doorclose.h"#include "event/world/e_event_sound.h"
Go to the source code of this file.
Macros | |
| #define | E(x) |
Functions | |
| static bool | CL_CheckDefault (const eventRegister_t *self, const dbuffer *msg) |
| A default check function that assumes the entnum is the first short in msg. | |
| CASSERT (lengthof(events)==EV_NUM_EVENTS) | |
| const eventRegister_t * | CL_GetEvent (const event_t eType) |
| int | CL_GetStepTime (const eventTiming_t *eventTiming, const le_t *le, int step) |
Calculates the time when the given step was executed in the event chain. | |
| int | CL_GetNextTime (const eventRegister_t *event, eventTiming_t *eventTiming, int nextTime) |
| const char * | CL_ConvertSoundFromEvent (char *sound, size_t size) |
| Some sound strings may end on a '+' to indicate to use a random sound which can be identified by replacing the '+' by a number. | |
Variables | |
| const eventRegister_t | events [] |
| List of functions to register nodes. | |
| #define E | ( | x | ) |
Referenced by Com_SHA1ProcessMessageBlock(), and Com_SHA2Process().
| CASSERT | ( | lengthof(events) | = =EV_NUM_EVENTS | ) |
References EV_NUM_EVENTS, and events.
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static |
A default check function that assumes the entnum is the first short in msg.
| self | The event we're checking. |
| msg | The buffer containing event information. It is not changed during the call, so it doesn't need to be copied before, and can be used as new afterwards. |
Definition at line 79 of file e_main.cpp.
References Com_DPrintf(), DEBUG_EVENTSYS, LE_IsLocked(), and NET_PeekShort().
| const char * CL_ConvertSoundFromEvent | ( | char * | sound, |
| size_t | size ) |
Some sound strings may end on a '+' to indicate to use a random sound which can be identified by replacing the '+' by a number.
| [in,out] | sound | The sound string that we might need to convert |
| [in] | size | The size of the sound buffer |
sound buffer Definition at line 219 of file e_main.cpp.
References FS_CheckFile(), i, length, and Q_strcat().
Referenced by CL_Explode(), and CL_SoundEvent().
| const eventRegister_t * CL_GetEvent | ( | const event_t | eType | ) |
Definition at line 157 of file e_main.cpp.
References Com_Error(), ERR_DROP, EV_NULL, EV_NUM_EVENTS, events, i, and type.
Referenced by CL_CheckBattlescapeEvent(), CL_DelayBattlescapeEvent(), CL_ExecuteBattlescapeEvent(), CL_FilterBattlescapeEvents(), CL_GetEventTime(), CL_NetReceiveItem(), CL_ParseEvent(), and GAME_NetSendItem().
| int CL_GetNextTime | ( | const eventRegister_t * | event, |
| eventTiming_t * | eventTiming, | ||
| int | nextTime ) |
Definition at line 203 of file e_main.cpp.
References Com_DPrintf(), DEBUG_EVENTSYS, eventRegister_t::name, and eventTiming_t::nextTime.
Referenced by CL_ActorDoShootTime(), and CL_ActorShootHiddenTime().
| int CL_GetStepTime | ( | const eventTiming_t * | eventTiming, |
| const le_t * | le, | ||
| int | step ) |
Calculates the time when the given step was executed in the event chain.
| [in] | eventTiming | The structure to get the needed data from |
| [in] | le | The moving actor |
| [in] | step | The step we want to calculate the time for |
-1 on error (invalid input data), otherwise the timestamp the move event was executed for that step Definition at line 177 of file e_main.cpp.
References Com_Printf(), le_t::entnum, i, leStep_t::lastMoveDuration, leStep_t::lastMoveTime, leStep_t::next, eventTiming_t::nextTime, le_t::stepIndex, le_t::stepList, leStep_t::steps, and leStep_t::stepTimes.
Referenced by CL_ActorReactionFireAbortShotTime(), CL_ActorReactionFireAddTargetTime(), CL_ActorReactionFireRemoveTargetTime(), CL_ActorReactionFireTargetUpdateTime(), and CL_SoundEventTime().
| const eventRegister_t events[] |
List of functions to register nodes.
Definition at line 92 of file e_main.cpp.
Referenced by CASSERT(), CL_GetEvent(), CL_ParseCampaignEvents(), CP_CheckCampaignEvents(), CP_GetEventsByID(), and TEST_F().