UFO: Alien Invasion
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le_t Struct Reference

a local entity More...

#include <cl_localentity.h>

Collaboration diagram for le_t:
Collaboration graph

Public Member Functions

bool isMoving () const
ItemgetRightHandItem () const
ItemgetLeftHandItem () const
ItemgetHandItem (actorHands_t hand) const
ItemgetFloorContainer () const
void setFloorContainer (Item *il)
void setFloor (le_s *other)
void resetFloor ()
void init ()

Data Fields

bool inuse
entity_type_t type
int entnum
vec3_t origin
vec3_t oldOrigin
pos3_t pos
pos3_t oldPos
pos3_t newPos
int angle
int dir
int TU
int maxTU
int morale
int maxMorale
int HP
int maxHP
int STUN
int state
woundInfo_t wounds
float angles [3]
float alpha
int team
int pnum
int ucn
int flags
fireDefIndex_t currentSelectedFiremode
actorModes_t actorMode
pos3_t mousePendPos
byte actorMoveLength
 The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos).
struct le_s * clientAction
int contents
AABB aabb
vec3_t size
char inlineModelName [8]
unsigned int modelnum1
unsigned int modelnum2
unsigned int bodySkin
unsigned int headSkin
model_tmodel1
model_tmodel2
localEntityThinkFunc_t think
int thinkDelay
dvec_t dvtab [MAX_ROUTE]
int pathContents [MAX_ROUTE]
int positionContents
int pathLength
int pathPos
leStep_tstepList
int stepIndex
int startTime
int endTime
int speed [MAX_ROUTE]
float rotationSpeed
int slidingSpeed
int sampleIdx
float attenuation
float volume
animState_t as
const char * particleID
int levelflags
ptl_tptl
const char * ref1
const char * ref2
const struct le_s * ref3
Inventory inv
int left
int right
int headgear
actorSizeEnum_t fieldSize
lighting_t lighting
teamDef_tteamDef
int gender
const fireDef_tfd
localEntitiyAddFunc_t addFunc

Detailed Description

a local entity

Definition at line 65 of file cl_localentity.h.

Member Function Documentation

◆ getFloorContainer()

Item * le_t::getFloorContainer ( ) const
inline

Definition at line 184 of file cl_localentity.h.

References inv.

Referenced by GAME_CollectItems(), and LE_PlaceItem().

◆ getHandItem()

Item * le_t::getHandItem ( actorHands_t hand) const
inline

◆ getLeftHandItem()

◆ getRightHandItem()

◆ init()

◆ isMoving()

bool le_t::isMoving ( ) const
inline

Definition at line 138 of file cl_localentity.h.

References pathLength.

Referenced by CL_ActorCheckAction(), and CL_ActorDoMove().

◆ resetFloor()

void le_t::resetFloor ( )
inline

◆ setFloor()

void le_t::setFloor ( le_s * other)
inline

Definition at line 192 of file cl_localentity.h.

References inv.

Referenced by CL_ActorRevitalised(), LE_LinkFloorContainer(), and LE_PlaceItem().

◆ setFloorContainer()

void le_t::setFloorContainer ( Item * il)
inline

Definition at line 188 of file cl_localentity.h.

References inv.

Field Documentation

◆ aabb

◆ actorMode

actorModes_t le_t::actorMode

current selected action for this actor

Definition at line 95 of file cl_localentity.h.

Referenced by CL_ActorConfirmAction(), CL_ActorSetMode(), CL_ActorShoot(), CL_GetHitProbability(), HUD_UpdateActor(), HUD_UpdateActorFireMode(), and init().

◆ actorMoveLength

byte le_t::actorMoveLength

The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos).

See also
CL_MoveLength

Definition at line 103 of file cl_localentity.h.

Referenced by CL_ActorResetMoveLength(), HUD_UpdateActor(), HUD_UpdateActorMove(), and init().

◆ addFunc

localEntitiyAddFunc_t le_t::addFunc

is called before adding a le to scene

Definition at line 166 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_AddEdict(), init(), and LE_AddToScene().

◆ alpha

float le_t::alpha

alpha color value for rendering

Definition at line 85 of file cl_localentity.h.

Referenced by CL_AddActor(), CL_AddUGV(), init(), and LE_AddToScene().

◆ angle

int le_t::angle

the current dir the le is facing into. Beware, this can either be an index in the bytedirs array or an index for the angles array of the le

Definition at line 72 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorDoTurn(), CL_AddBrushModel(), CL_CameraAppear(), init(), LE_AddGrenade(), LE_AddProjectile(), LE_DoPathMove(), LET_BrushModel(), LET_Projectile(), and UI_RadarNodeDrawActor().

◆ angles

◆ as

◆ attenuation

float le_t::attenuation

attenuation value for local entity sounds

Definition at line 145 of file cl_localentity.h.

Referenced by init(), LE_AddAmbientSound(), and S_Frame().

◆ bodySkin

unsigned int le_t::bodySkin

the skin number of the body

Definition at line 114 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddUGV(), CL_GetReactionFireHead(), init(), and LE_AddToScene().

◆ clientAction

struct le_s* le_t::clientAction

entity from server that is currently triggered and wait for client action

Definition at line 105 of file cl_localentity.h.

Referenced by CL_ActorClientAction(), CL_ActorResetClientAction(), CL_ActorSelect(), CL_ActorUse(), CL_ActorUse_f(), CL_BattlescapeSearchAtGridPos(), init(), and LE_AddToScene().

◆ contents

int le_t::contents

content flags for this LE - used for tracing

Definition at line 107 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorDie(), CL_AddBrushModel(), CL_ClipMoveToLEs(), CL_HullForEntity(), init(), and LE_AddToScene().

◆ currentSelectedFiremode

fireDefIndex_t le_t::currentSelectedFiremode

Definition at line 93 of file cl_localentity.h.

Referenced by CL_ActorShoot(), HUD_FireWeapon_f(), HUD_UpdateActorFireMode(), and init().

◆ dir

int le_t::dir

Definition at line 75 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), init(), LET_RotateDoor(), and LET_SlideDoor().

◆ dvtab

dvec_t le_t::dvtab[MAX_ROUTE]

various think function vars

Definition at line 126 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), init(), and LE_DoPathMove().

◆ endTime

◆ entnum

◆ fd

const fireDef_t* le_t::fd

in case this is a projectile or an actor

Definition at line 163 of file cl_localentity.h.

Referenced by CL_ActorSetFireDef(), CL_GetHitProbability(), HUD_UpdateActorFireMode(), init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().

◆ fieldSize

◆ flags

◆ gender

int le_t::gender
See also
nametypes_t

Definition at line 162 of file cl_localentity.h.

Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorPlaySound(), and init().

◆ headgear

int le_t::headgear

item indices that the actor holds in his hands

Definition at line 156 of file cl_localentity.h.

Referenced by CL_InvAdd(), CL_InvDel(), and init().

◆ headSkin

unsigned int le_t::headSkin

the skin number of the head

Definition at line 115 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddActor(), CL_GetReactionFireHead(), HUD_UpdateActorStats(), and init().

◆ HP

int le_t::HP

◆ inlineModelName

char le_t::inlineModelName[8]

◆ inuse

◆ inv

◆ left

◆ levelflags

int le_t::levelflags

the levels this local entity should be visible at

Definition at line 151 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), CL_CameraAppear(), CL_ParticleAppear(), init(), LE_AddAmbientSound(), LE_AddToScene(), and LE_BrushModelAction().

◆ lighting

lighting_t le_t::lighting

Definition at line 159 of file cl_localentity.h.

Referenced by init(), and LE_AddToScene().

◆ maxHP

◆ maxMorale

int le_t::maxMorale

morale value - used for soldier panic and the like

Definition at line 78 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().

◆ maxTU

int le_t::maxTU

time units

Definition at line 77 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().

◆ model1

◆ model2

model_t * le_t::model2

pointers to the cl.model_draw array that holds the models for body and head - model1 is body, model2 is head

Definition at line 116 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddActor(), CL_AddUGV(), CL_GetReactionFireHead(), CL_ViewLoadMedia(), HUD_UpdateActorStats(), and init().

◆ modelnum1

unsigned int le_t::modelnum1

the number of the body model in the cl.model_draw array

Definition at line 112 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_Explode(), CL_ViewLoadMedia(), init(), and LE_GetClipModel().

◆ modelnum2

unsigned int le_t::modelnum2

the number of the head model in the cl.model_draw array

Definition at line 113 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ViewLoadMedia(), and init().

◆ morale

int le_t::morale

◆ mousePendPos

pos3_t le_t::mousePendPos

for double-click movement and confirmations ...

Definition at line 97 of file cl_localentity.h.

Referenced by CL_ActorConfirmAction(), CL_GetHitProbability(), and init().

◆ newPos

pos3_t le_t::newPos

position on the grid

Definition at line 71 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), init(), LE_DoEndPathMove(), and LET_HiddenMove().

◆ oldOrigin

vec3_t le_t::oldOrigin

position given via world coordinates

Definition at line 70 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), and init().

◆ oldPos

pos3_t le_t::oldPos

Definition at line 71 of file cl_localentity.h.

Referenced by init(), LE_DoPathMove(), and LET_PathMove().

◆ origin

◆ particleID

const char* le_t::particleID

Definition at line 150 of file cl_localentity.h.

Referenced by CL_ParticleAppear(), and init().

◆ pathContents

int le_t::pathContents[MAX_ROUTE]

content flags of the brushes the actor is walking in

Definition at line 127 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), init(), LE_DoPathMove(), and LE_PlayFootStepSound().

◆ pathLength

int le_t::pathLength

◆ pathPos

◆ pnum

int le_t::pnum

◆ pos

◆ positionContents

int le_t::positionContents

content flags for the current brush the actor is standing in

Definition at line 128 of file cl_localentity.h.

Referenced by init(), LE_DoPathMove(), and LE_PlaySoundFileForContents().

◆ ptl

ptl_t* le_t::ptl

◆ ref1

const char* le_t::ref1

Definition at line 153 of file cl_localentity.h.

Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().

◆ ref2

const char * le_t::ref2

Definition at line 153 of file cl_localentity.h.

Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().

◆ ref3

const struct le_s* le_t::ref3

Definition at line 154 of file cl_localentity.h.

Referenced by init(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().

◆ right

◆ rotationSpeed

float le_t::rotationSpeed

◆ sampleIdx

int le_t::sampleIdx

sound effects

Definition at line 144 of file cl_localentity.h.

Referenced by init(), LE_AddAmbientSound(), and S_Frame().

◆ size

vec3_t le_t::size

Definition at line 109 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), init(), and LET_SlideDoor().

◆ slidingSpeed

int le_t::slidingSpeed

◆ speed

int le_t::speed[MAX_ROUTE]

the speed the le is moving with

Definition at line 134 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), init(), and LE_DoPathMove().

◆ startTime

int le_t::startTime

Definition at line 133 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), init(), LE_DoPathMove(), and LET_PathMove().

◆ state

◆ stepIndex

int le_t::stepIndex

marks the current step in the stepList that should be used to get the event time for following step based events

Definition at line 131 of file cl_localentity.h.

Referenced by CL_ActorDoMoveTime(), CL_GetStepTime(), CL_NotifyBattlescapeEventDelay(), init(), and LET_StartIdle().

◆ stepList

leStep_t* le_t::stepList

list of steps - each new step is appended to this list (fifo)

Definition at line 130 of file cl_localentity.h.

Referenced by CL_ActorDoMoveTime(), CL_GetStepTime(), CL_NotifyBattlescapeEventDelay(), init(), and LET_StartIdle().

◆ STUN

int le_t::STUN

if stunned - state STATE_STUN

Definition at line 80 of file cl_localentity.h.

Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorStats(), and init().

◆ team

◆ teamDef

◆ think

is called every frame

Definition at line 121 of file cl_localentity.h.

Referenced by CL_DoorClose(), CL_DoorOpen(), init(), LE_ExecuteThink(), and LE_SetThink().

◆ thinkDelay

int le_t::thinkDelay

number of milliseconds to skip the think function for

Definition at line 123 of file cl_localentity.h.

Referenced by init(), LET_BrushModel(), and LET_SlideDoor().

◆ TU

◆ type

◆ ucn

int le_t::ucn

the unique character number to match between server and client characters

Definition at line 89 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorGetChr(), and init().

◆ volume

float le_t::volume

loop sound volume - 0.0f-1.0f

Definition at line 146 of file cl_localentity.h.

Referenced by init(), LE_AddAmbientSound(), and S_Frame().

◆ wounds

woundInfo_t le_t::wounds

Definition at line 82 of file cl_localentity.h.

Referenced by CL_ActorInjuryModifier(), CL_ActorWound(), and init().


The documentation for this struct was generated from the following files: