UFO: Alien Invasion
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g_reaction.h
Go to the documentation of this file.
1
6
7/*
8Copyright (C) 2002-2025 UFO: Alien Invasion.
9
10This program is free software; you can redistribute it and/or
11modify it under the terms of the GNU General Public License
12as published by the Free Software Foundation; either version 2
13of the License, or (at your option) any later version.
14
15This program is distributed in the hope that it will be useful,
16but WITHOUT ANY WARRANTY; without even the implied warranty of
17MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
18
19See the GNU General Public License for more details.
20
21You should have received a copy of the GNU General Public License
22along with this program; if not, write to the Free Software
23Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24
25*/
26
27#pragma once
28
29#include "g_local.h"
30
31void G_ReactionFirePreShot(const Actor* target, const int fdTime);
32void G_ReactionFirePostShot(Actor* target);
33void G_ReactionFireReset(int team);
36void G_ReactionFireSettingsUpdate(Actor* actor, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t* od);
37void G_ReactionFireNotifyClientRFAborted(const Actor* shooter, const Edict* target, int step);
39bool G_ReactionFireOnMovement(Actor* target, int step);
41void G_ReactionFireOnDead(const Actor* target);
43void G_ReactionFireTargetsCreate(const Edict* shooter);
44void G_ReactionFireTargetsDestroy(const Edict* shooter);
An Edict of type Actor.
Definition g_edict.h:348
Local definitions for game module.
void G_ReactionFireSettingsUpdate(Actor *actor, fireDefIndex_t fmIdx, actorHands_t hand, const objDef_t *od)
Updates the reaction fire settings in case something was moved into a hand or from a hand that would ...
void G_ReactionFireTargetsInit(void)
free function to initialize the reaction fire table for all entities.
bool G_ReactionFireOnMovement(Actor *target, int step)
Called when 'target' moves, possibly triggering or resolving reaction fire.
void G_ReactionFireNotifyClientEndMove(const Actor *target)
void G_ReactionFireTargetsCreate(const Edict *shooter)
free function to create a table of reaction fire targets for the given edict.
void G_ReactionFireNotifyClientRFAborted(const Actor *shooter, const Edict *target, int step)
void G_ReactionFireNotifyClientStartMove(const Actor *target)
void G_ReactionFirePreShot(const Actor *target, const int fdTime)
Called when 'target' is about to shoot, this forces a 'draw' to decide who gets the first shot.
void G_ReactionFireOnEndTurn(void)
Called at the end of turn, all outstanding reaction fire is resolved.
void G_ReactionFireTargetsDestroy(const Edict *shooter)
free function to destroy the table of reaction fire targets for the given edict.
void G_ReactionFirePostShot(Actor *target)
Called after 'target' has fired, this might trigger more reaction fire or resolve outstanding reactio...
void G_ReactionFireReset(int team)
Guess! Reset all "shaken" states on end of turn?
bool G_ReactionFireSettingsReserveTUs(Actor *ent)
Set the reaction fire TU reservation for an actor.
void G_ReactionFireOnDead(const Actor *target)
Removes the given target from the reaction fire lists.
int32_t fireDefIndex_t
Definition inv_shared.h:78
actorHands_t
Definition inv_shared.h:626
Defines all attributes of objects used in the inventory.
Definition inv_shared.h:264