205 chr.inv.resetContainer(idx);
211 chr.inv.setFloorContainer(
nullptr);
244 return chr.inv.getContainer2(idx);
247 return chr.inv.getArmour();
250 return chr.inv.getRightHandContainer();
253 return chr.inv.getLeftHandContainer();
257 return chr.inv.getRightHandContainer();
259 return chr.inv.getLeftHandContainer();
263 return chr.inv.getFloorContainer();
266 return game.players[this->pnum];
330 return _touch(
this, activator);
bool isState(int flag) const
void setBody(unsigned int body_)
void unsetState(int flag)
int getUsableTUs() const
Calculates the amount of usable TUs. This is without the reserved TUs.
unsigned int getHead() const
unsigned int getBody() const
void setInRescueZone(bool inRescueZone_)
Set the rescue zone flag.
void setHead(unsigned int head_)
bool isInRescueZone() const
Checks whether the given actor is currently standing in a rescue zone.
bool isSameTeamAs(const Edict *other) const
void setPlayerNum(int num)
camera_edict_data_t camera
bool(* _touch)(Edict *self, Edict *activator)
bool isSameAs(const Edict *other) const
void setFloor(const Edict *other)
Item * getRightHandItem() const
void resetContainer(const containerIndex_t idx)
actorSizeEnum_t fieldSize
void(* think)(Edict *self)
void setOrigin(const pos3_t newPos)
Set the edict's pos and origin vector to the given grid position.
Item * getLeftHandItem() const
pos3_t * forbiddenListPos
bool(* use)(Edict *self, Edict *activator)
void setTouch(bool(*touch_)(Edict *self, Edict *activator))
void calcOrigin()
Calculate the edict's origin vector from it's grid position.
bool callTouch(Edict *activator)
void setChild(Edict *child)
Player & getPlayer() const
bool(* destroy)(Edict *self)
bool isOpponent(const Actor *actor) const
Check if given actor is an enemy.
int getReservedTUs() const
Calculates the amount of all currently reserved TUs.
void(* reset)(Edict *self, Edict *activator)
Item * getHandItem(actorHands_t hand) const
bool isSamePosAs(const pos3_t cmpPos)
Check whether the edict is on the given position.
linkedList_t * touchedList
Item * getContainer(const containerIndex_t idx) const
item instance data, with linked list capability
Actor * makeActor(Edict *ent)
Convert an Edict pointer into an Actor pointer.
edictMaterial_t
e.g. used for breakable objects
solid_t
edict->solid values
QGL_EXTERN void(APIENTRY *qglActiveTexture)(GLenum texture)
Interface to game library.
Artificial intelligence of a character.
Describes a character with all its attributes.
How many TUs (and of what type) did a player reserve for a unit?
Cross-platform type definitions.
#define VectorCopy(src, dest)
#define VectorCompare(a, b)