cl_actor.h File Reference

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Defines

#define CURSOR_OFFSET   UNIT_HEIGHT * 0.4
#define EYE_HT_STAND   UNIT_HEIGHT * 0.25
#define EYE_HT_CROUCH   UNIT_HEIGHT * 0.06
#define ACTOR_GET_FIELDSIZE(actor)   ((actor != NULL) ? (actor)->fieldSize : ACTOR_SIZE_NORMAL)

Enumerations

enum  walkType_t {
  WALKTYPE_AUTOSTAND_BUT_NOT_FAR_ENOUGH, WALKTYPE_AUTOSTAND_BEING_USED, WALKTYPE_WALKING, WALKTYPE_CROUCH_WALKING,
  WALKTYPE_MAX
}

Functions

void MSG_Write_PA (player_action_t player_action, int num,...)
 Writes player action with its data.
void ACTOR_InitStartup (void)
const char * CL_ActorGetSkillString (const int skill)
 Return the skill string for the given skill level.
int CL_ActorCheckAction (const le_t *le)
 Checks that an action is valid.
void CL_ActorInvMove (const le_t *le, containerIndex_t fromContainer, int fromX, int fromY, containerIndex_t toContainer, int toX, int toY)
character_tCL_ActorGetChr (const le_t *le)
 Returns the character information for an actor in the teamlist.
int CL_ActorUsableTUs (const le_t *le)
 Returns the amount of usable (overall-reserved) TUs for an actor.
int CL_ActorReservedTUs (const le_t *le, reservation_types_t type)
 Returns the amount of reserved TUs for a certain type.
void CL_ActorReserveTUs (const le_t *le, reservation_types_t type, int tus)
 Replace the reserved TUs for a certain type.
int CL_ActorMoveMode (const le_t *le, int length)
 Decide how the actor will walk, taking into account autostanding.
void CL_ActorSetMode (le_t *actor, actorModes_t actorMode)
qboolean CL_ActorFireModeActivated (const actorModes_t mode)
 Checks whether we are in fire mode or node.
void CL_ActorConditionalMoveCalc (le_t *le)
 Recalculate forbidden list, available moves and actor's move length for the current selected actor.
qboolean CL_ActorSelect (le_t *le)
 Selects an actor.
qboolean CL_ActorSelectList (int num)
 Selects an actor from a list.
qboolean CL_ActorSelectNext (void)
 selects the next actor
void CL_ActorAddToTeamList (le_t *le)
 Adds the actor to the team list.
void CL_ActorRemoveFromTeamList (le_t *le)
 Removes an actor (from your team) from the team list.
void CL_ActorCleanup (le_t *le)
void CL_ActorSelectMouse (void)
 Selects an actor using the mouse.
void CL_ActorReload (le_t *le, containerIndex_t containerID)
 Reload weapon with actor.
void CL_ActorTurnMouse (void)
 Turns the actor around without moving.
void CL_ActorDoTurn (struct dbuffer *msg)
void CL_ActorStartMove (le_t *le, const pos3_t to)
 Starts moving actor.
void CL_ActorShoot (const le_t *le, const pos3_t at)
 Shoot with actor.
int CL_ActorGetContainerForReload (invList_t **ic, const inventory_t *inv, const objDef_t *weapon)
 Searches the clip with the least TU usage to put it into the weapon.
void CL_ActorPlaySound (const le_t *le, actorSound_t soundType)
 Plays various sounds on actor action.
void CL_ActorActionMouse (void)
 initiates action with mouse.
void CL_ActorDoorAction_f (void)
 Hud callback to open/close a door.
void CL_ActorSetFireDef (le_t *actor, const fireDef_t *fd)
void CL_NextRound_f (void)
void CL_ResetMouseLastPos (void)
void CL_ActorResetMoveLength (le_t *le)
 Recalculates the currently selected Actor's move length.
qboolean CL_ActorMouseTrace (void)
 Battlescape cursor positioning.
qboolean CL_AddActor (le_t *le, entity_t *ent)
 Adds an actor to the render entities with all it's models and items.
qboolean CL_AddUGV (le_t *le, entity_t *ent)
 Adds an UGV to the render entities.
void CL_AddTargeting (void)
 Adds a target cursor when we render the world.
void CL_AddPathing (void)
 Adds a pathing marker to the current floor when we render the world.
void CL_ActorTargetAlign_f (void)
 Targets to the ground when holding the assigned button.
void CL_ActorSetShotSettings (character_t *chr, actorHands_t hand, int fireModeIndex, const objDef_t *weapon)
 Sets shoot firemode for given actor.
void CL_ActorSetRFMode (character_t *chr, actorHands_t hand, int fireModeInde, const objDef_t *weapon)
 Sets reactionfire firemode for given actor.
void CL_DisplayFloorArrows (void)
 Useful for debugging pathfinding.
void CL_DisplayObstructionArrows (void)
 Useful for debugging pathfinding.

Variables

le_tselActor
pos3_t truePos
pos3_t mousePos

Detailed Description

Definition in file cl_actor.h.


Define Documentation

#define ACTOR_GET_FIELDSIZE ( actor   )     ((actor != NULL) ? (actor)->fieldSize : ACTOR_SIZE_NORMAL)
#define CURSOR_OFFSET   UNIT_HEIGHT * 0.4

Definition at line 29 of file cl_actor.h.

Referenced by CL_ActorMouseTrace().

#define EYE_HT_CROUCH   UNIT_HEIGHT * 0.06

Definition at line 33 of file cl_actor.h.

Referenced by CL_DrawLineOfSight().

#define EYE_HT_STAND   UNIT_HEIGHT * 0.25

Definition at line 31 of file cl_actor.h.

Referenced by CL_DrawLineOfSight().


Enumeration Type Documentation

enum walkType_t
See also:
moveModeDescriptions
Enumerator:
WALKTYPE_AUTOSTAND_BUT_NOT_FAR_ENOUGH 
WALKTYPE_AUTOSTAND_BEING_USED 
WALKTYPE_WALKING 
WALKTYPE_CROUCH_WALKING 
WALKTYPE_MAX 

Definition at line 36 of file cl_actor.h.


Function Documentation

void ACTOR_InitStartup ( void   ) 
void CL_ActorActionMouse ( void   ) 

initiates action with mouse.

See also:
CL_ActionDown
CL_ActorStartMove

Definition at line 1187 of file cl_actor.c.

References le_s::actorMode, CL_ActorFireModeActivated(), CL_ActorMoveMouse(), CL_ActorSetMode(), M_MOVE, mouseSpace, and MS_WORLD.

Referenced by CL_ActionDown_f(), and CL_ActorTurnMouse().

void CL_ActorAddToTeamList ( le_t le  ) 

Adds the actor to the team list.

See also:
CL_ActorAppear
CL_ActorRemoveFromTeamList
Parameters:
le Pointer to local entity struct

Definition at line 329 of file cl_actor.c.

References cl, CL_ActorGetNumber(), CL_ActorSelectList(), cl_genericPool, cls, Com_Printf(), LE_IsDead, lengthof, Mem_PoolAlloc, le_s::pathMap, le_s::pnum, client_static_s::team, le_s::team, and UI_ExecuteConfunc().

Referenced by CL_ActorAppear(), and CL_ActorRevitalised().

int CL_ActorCheckAction ( const le_t le  ) 

Checks that an action is valid.

Parameters:
[in] le Pointer to actor for which we check an action.
Returns:
qtrue if action is valid.

Definition at line 654 of file cl_actor.c.

References _, cl, cls, HUD_DisplayMessage(), le_s::pathLength, qfalse, qtrue, and client_static_s::team.

Referenced by CL_ActorDoorAction_f(), CL_ActorReload(), CL_ActorShoot(), CL_ActorStandCrouch_f(), CL_ActorStartMove(), CL_ActorTurnMouse(), CL_ActorUseDoor(), CL_ActorUseHeadgear_f(), HUD_ToggleCrouchReservation_f(), and HUD_ToggleReaction_f().

void CL_ActorCleanup ( le_t le  ) 
void CL_ActorConditionalMoveCalc ( le_t le  ) 

Recalculate forbidden list, available moves and actor's move length for the current selected actor.

Note:
An attempt to do this with le->TU to save time ended up with the first actor not being able to move at gamestart.
Todo:
seems like this function is called *before* the TUs are set

Definition at line 639 of file cl_actor.c.

References byte, cl, CL_ActorResetMoveLength(), CL_BuildForbiddenList(), le_s::fieldSize, forbiddenList, forbiddenListLength, Grid_MoveCalc(), LE_IsCrouched, MAX_ROUTE, le_s::pathMap, le_s::pos, and le_s::selected.

Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorRevitalised(), CL_ActorSelect(), CL_ActorStateChange(), CL_DoEndRound(), CL_RecalcRouting(), and LE_DoEndPathMove().

void CL_ActorDoorAction_f ( void   ) 

Hud callback to open/close a door.

Definition at line 969 of file cl_actor.c.

References CL_ActorCheckAction(), CL_ActorUsableTUs(), CL_ActorUseDoor(), le_s::clientAction, Com_DPrintf(), DEBUG_CLIENT, le_s::entnum, and TU_DOOR_ACTION.

Referenced by ACTOR_InitStartup().

void CL_ActorDoTurn ( struct dbuffer msg  ) 
qboolean CL_ActorFireModeActivated ( const actorModes_t  mode  ) 

Checks whether we are in fire mode or node.

Parameters:
mode The actor mode
Returns:
true if we are in fire mode, false otherwise

Definition at line 990 of file cl_actor.c.

References IS_MODE_FIRE_HEADGEAR, IS_MODE_FIRE_LEFT, and IS_MODE_FIRE_RIGHT.

Referenced by CL_ActorActionMouse(), CL_ActorTargetAlign_f(), CL_ActorTurnMouse(), and HUD_UpdateActor().

character_t* CL_ActorGetChr ( const le_t le  ) 

Returns the character information for an actor in the teamlist.

Parameters:
[in] le The actor to search.
Returns:
A pointer to a character struct.
Todo:
We really needs a better way to sync this up.

Definition at line 186 of file cl_actor.c.

References cl, CL_ActorGetNumber(), Com_DPrintf(), DEBUG_CLIENT, and le_s::state.

Referenced by CL_ActorDie(), CL_ActorReactionFireChange(), CL_ActorReservationChange(), CL_ActorReservedTUs(), CL_ActorReserveTUs(), CL_ActorRevitalised(), CL_ActorSelect(), CL_ActorStateChange(), CL_AddTargetingBox(), CL_GetHitProbability(), HUD_ActorGetCvarData_f(), HUD_DisplayFiremodeEntry(), HUD_DisplayFiremodes(), HUD_PopupFiremodeReservation(), HUD_SetShootReservation(), and HUD_UpdateAllActors().

int CL_ActorGetContainerForReload ( invList_t **  invList,
const inventory_t inv,
const objDef_t weapon 
)

Searches the clip with the least TU usage to put it into the weapon.

Parameters:
invList The inventory list that can be used outside of this function for the found ammo
inv The inventory to do the search in
weapon The weapon to reload
Returns:
NONE if no container was found, the container id otherwise.

Definition at line 850 of file cl_actor.c.

References inventory_s::c, csi, GAME_ItemIsUseable(), INVDEF, INVSH_LoadableInWeapon(), invList_s::item, invList_s::next, NONE, csi_s::numIDs, and item_s::t.

Referenced by CL_ActorReload(), and HUD_CalcReloadTime().

const char* CL_ActorGetSkillString ( const int  skill  ) 

Return the skill string for the given skill level.

Returns:
skill string
Parameters:
[in] skill a skill value between 0 and MAX_SKILL

Definition at line 96 of file cl_actor.c.

References _, Com_Printf(), and MAX_SKILL.

Referenced by CL_CharacterSkillAndScoreCvars(), and CL_UGVCvars().

void CL_ActorInvMove ( const le_t le,
containerIndex_t  fromContainer,
int  fromX,
int  fromY,
containerIndex_t  toContainer,
int  toX,
int  toY 
)
Parameters:
le The le that is doing the inventory move (an actor)
fromContainer The container to fetch the item from
fromX The x position in the container to get the item from
fromY The y position in the container to get the item from
toContainer The container to store the item in
toX The x position in the container to move the item to
toY The y position in the container to move the item to

Definition at line 942 of file cl_actor.c.

References CL_BattlescapeRunning(), le_s::entnum, LE_IsActor(), MSG_Write_PA(), and PA_INVMOVE.

Referenced by CL_ActorReload(), and UI_ContainerNodeDNDFinished().

qboolean CL_ActorMouseTrace ( void   ) 

Battlescape cursor positioning.

Note:
Sets global var mouseActor to current selected le
See also:
IN_Parse

Todo:
Shouldn't we check the return value of CM_TestLineDM here - maybe we don't have to do the second Grid_Fall call at all and can safe a lot of traces

Definition at line 1249 of file cl_actor.c.

References ACTOR_GET_FIELDSIZE, cl, CL_ActorResetMoveLength(), CL_ActorSearchAtGridPos(), cl_isometric, CL_OutsideMap(), cl_worldlevel, CM_EntTestLineDM(), CURSOR_OFFSET, DotProduct, dbuffer::end, rendererData_t::fieldOfViewX, Grid_Fall(), cvar_s::integer, MAP_SIZE_OFFSET, mouseLastPos, mousePos, mousePosX, mousePosY, PATHFINDING_HEIGHT, PosToVec, qfalse, qtrue, refdef, right, viddef_t::rx, viddef_t::ry, TL_FLAG_ACTORCLIP, truePos, UNIT_HEIGHT, VecToPos, VectorAdd, VectorCompare, VectorCopy, VectorMA(), VectorScale, VectorSet, VectorSubtract, viddef, viddef_t::viewHeight, viddef_t::viewWidth, viddef_t::x, and viddef_t::y.

Referenced by IN_Parse().

int CL_ActorMoveMode ( const le_t le,
int  length 
)

Decide how the actor will walk, taking into account autostanding.

Parameters:
[in] le Pointer to an actor for which we set the moving mode.
[in] length The distance to move: units are TU required assuming actor is standing.

Definition at line 144 of file cl_actor.c.

References cvar_s::integer, LE_IsCrouched, SHOULD_USE_AUTOSTAND, WALKTYPE_AUTOSTAND_BEING_USED, WALKTYPE_AUTOSTAND_BUT_NOT_FAR_ENOUGH, WALKTYPE_CROUCH_WALKING, and WALKTYPE_WALKING.

Referenced by HUD_UpdateActorMove().

void CL_ActorPlaySound ( const le_t le,
actorSound_t  soundType 
)

Plays various sounds on actor action.

Parameters:
[in] le The actor
[in] soundType Type of action (among actorSound_t) for which we need a sound.

Definition at line 1989 of file cl_actor.c.

References Com_DPrintf(), Com_GetActorSound(), DEBUG_CLIENT, DEBUG_SOUND, le_s::gender, le_s::origin, S_LoadSample(), S_PlaySample(), SND_VOLUME_DEFAULT, SOUND_ATTN_IDLE, and le_s::teamDef.

Referenced by CL_ActorDie(), LE_AddProjectile(), and LET_Projectile().

void CL_ActorReload ( le_t le,
containerIndex_t  containerID 
)

Reload weapon with actor.

Parameters:
[in,out] le The actor to reload the weapon for
[in] containerID The container to reload
See also:
CL_ActorCheckAction

Definition at line 884 of file cl_actor.c.

References _, inventory_s::c, CL_ActorCheckAction(), CL_ActorGetContainerForReload(), CL_ActorInvMove(), csi, GAME_ItemIsUseable(), objDef_s::holdTwoHanded, HUD_DisplayMessage(), le_s::i, csi_s::idLeft, csi_s::idRight, INVSH_GetFirstShapePosition(), invList_s::item, NONE, objDef_s::reload, item_s::t, invList_s::x, and invList_s::y.

Referenced by HUD_ReloadLeft_f(), and HUD_ReloadRight_f().

void CL_ActorRemoveFromTeamList ( le_t le  ) 

Removes an actor (from your team) from the team list.

See also:
CL_ActorStateChange
CL_ActorAddToTeamList
Parameters:
[in,out] le Pointer to local entity struct of the actor of your team

Todo:
why the heck is that needed? the inventory was already dropped to floor.

Definition at line 374 of file cl_actor.c.

References cl, CL_ActorCleanup(), CL_ActorSelect(), cls, inventoryInterface_s::DestroyInventory, le_s::extension, le_s::headgear, le_s::i, client_static_s::i, i, LE_IsStunned, le_s::left, NONE, le_s::right, le_s::selected, and UI_ExecuteConfunc().

Referenced by CL_ActorDie(), and CL_ActorStateChange().

int CL_ActorReservedTUs ( const le_t le,
const reservation_types_t  type 
)

Returns the amount of reserved TUs for a certain type.

Parameters:
[in] le The actor to check.
[in] type The type to check. Use RES_ALL_ACTIVE to get all reserved TUs that are not "active" (e.g. RF is skipped if disabled). RES_ALL returns ALL of them, no matter what. See reservation_types_t for a list of options.
Returns:
The reserved TUs for the given type.
-1 on error.

Definition at line 233 of file cl_actor.c.

References CL_ActorGetChr(), Com_DPrintf(), chrReservations_s::crouch, DEBUG_CLIENT, chrReservations_s::reaction, RES_ALL, RES_ALL_ACTIVE, RES_CROUCH, RES_REACTION, RES_SHOT, character_s::reservedTus, chrReservations_s::shot, le_s::state, and STATE_REACTION.

Referenced by CL_ActorStandCrouch_f(), CL_ActorStateChange(), CL_ActorUsableTUs(), HUD_CheckFiremodeReservation(), HUD_PopupFiremodeReservation(), HUD_RefreshButtons(), HUD_ShotReserve_f(), HUD_ToggleCrouchReservation_f(), HUD_UpdateActorCvar(), HUD_UpdateActorMove(), and HUD_UsableReactionTUs().

void CL_ActorReserveTUs ( const le_t le,
const reservation_types_t  type,
const int  tus 
)

Replace the reserved TUs for a certain type.

Parameters:
[in] le The actor to change it for.
[in] type The reservation type to be changed (i.e be replaced).
[in] tus How many TUs to set.

Definition at line 295 of file cl_actor.c.

References CL_ActorGetChr(), chrReservations_s::crouch, le_s::entnum, MSG_Write_PA(), PA_RESERVE_STATE, RES_CROUCH, RES_REACTION, RES_SHOT, character_s::reservedTus, and chrReservations_s::shot.

Referenced by CL_ActorStateChange(), HUD_SetShootReservation(), and HUD_ToggleCrouchReservation_f().

void CL_ActorResetMoveLength ( le_t le  ) 

Recalculates the currently selected Actor's move length.

Parameters:
[in,out] le Pointer to actor for which we reset move lenght.

Definition at line 690 of file cl_actor.c.

References le_s::actorMoveLength, CL_ActorMoveLength(), and mousePos.

Referenced by CL_ActorConditionalMoveCalc(), CL_ActorMouseTrace(), and CL_ActorStats().

qboolean CL_ActorSelect ( le_t le  ) 

Selects an actor.

Parameters:
le Pointer to local entity struct. If this is NULL the ui_inventory that is linked from the actors
See also:
CL_UGVCvars
CL_ActorCvars

Todo:
remove this here, doesn't really belong here

Definition at line 418 of file cl_actor.c.

References CL_ActorConditionalMoveCalc(), CL_ActorGetChr(), CL_ActorGetNumber(), CL_UpdateCharacterValues(), cls, Com_Error(), Cvar_ForceSet(), ERR_DROP, HUD_HideFiremodes(), le_s::i, le_s::inuse, LE_IsDead, mousePosTargettingAlign, qfalse, qtrue, le_s::selected, client_static_s::team, le_s::team, ui_inventory, and va().

Referenced by CL_ActorRemoveFromTeamList(), CL_ActorSelectList(), CL_ActorSelectMouse(), CL_Reset(), and CL_StartGame().

qboolean CL_ActorSelectList ( int  num  ) 

Selects an actor from a list.

This function is used to select an actor from the lists that are used in equipment and team assemble screens

Parameters:
num The index value from the list of actors
See also:
CL_ActorSelect
Returns:
qtrue if selection was possible otherwise qfalse

Definition at line 480 of file cl_actor.c.

References cl, CL_ActorSelect(), Cvar_SetValue(), LE_CenterView(), le_s::pos, qfalse, and qtrue.

Referenced by CL_ActorAddToTeamList(), CL_ActorSelect_f(), and CL_ActorSelectNext().

void CL_ActorSelectMouse ( void   ) 
qboolean CL_ActorSelectNext ( void   ) 

selects the next actor

Definition at line 503 of file cl_actor.c.

References cl, CL_ActorSelectList(), i, le_s::inuse, LE_IsDead, qfalse, qtrue, and le_s::selected.

Referenced by CL_ActorNext_f().

void CL_ActorSetFireDef ( le_t actor,
const fireDef_t fd 
)

Definition at line 132 of file cl_actor.c.

References le_s::fd, and mousePosTargettingAlign.

Referenced by HUD_UpdateActorFireMode().

void CL_ActorSetMode ( le_t actor,
actorModes_t  actorMode 
)
void CL_ActorSetRFMode ( character_t chr,
actorHands_t  hand,
int  fireModeIndex,
const objDef_t weapon 
)

Sets reactionfire firemode for given actor.

Parameters:
[out] chr Pointer to an actor for which RF is being set.
[in] hand Store the given hand.
[in] fireModeIndex Store the given firemode for this hand.
[in] weapon Pointer to weapon in the hand.

Definition at line 205 of file cl_actor.c.

References chrFiremodeSettings_s::fmIdx, chrFiremodeSettings_s::hand, character_s::RFmode, and chrFiremodeSettings_s::weapon.

Referenced by CL_ActorReactionFireChange().

void CL_ActorSetShotSettings ( character_t chr,
actorHands_t  hand,
int  fireModeIndex,
const objDef_t weapon 
)

Sets shoot firemode for given actor.

Parameters:
[out] chr Pointer to an actor for which shoot is being set.
[in] hand Store the given hand.
[in] fireModeIndex Store the given firemode for this hand.
[in] weapon Pointer to weapon in the hand.

Definition at line 219 of file cl_actor.c.

References chrFiremodeSettings_s::fmIdx, chrFiremodeSettings_s::hand, character_s::reservedTus, chrReservations_s::shotSettings, and chrFiremodeSettings_s::weapon.

Referenced by CL_GenerateCharacter(), and HUD_SetShootReservation().

void CL_ActorShoot ( const le_t le,
const pos3_t  at 
)
void CL_ActorStartMove ( le_t le,
const pos3_t  to 
)
void CL_ActorTargetAlign_f ( void   ) 

Targets to the ground when holding the assigned button.

See also:
mousePosTargettingAlign

Definition at line 1805 of file cl_actor.c.

References le_s::actorMode, CL_ActorFireModeActivated(), Cmd_Argc(), Cmd_Argv(), le_s::fd, fireDef_s::gravity, GROUND_DELTA, and mousePosTargettingAlign.

Referenced by CL_InitLocal().

void CL_ActorTurnMouse ( void   ) 
int CL_ActorUsableTUs ( const le_t le  ) 

Returns the amount of usable (overall-reserved) TUs for an actor.

Parameters:
[in] le The actor to check.
Returns:
The remaining/usable TUs for this actor
-1 on error (this includes bad [very large] numbers stored in the struct).

Definition at line 281 of file cl_actor.c.

References CL_ActorReservedTUs(), RES_ALL_ACTIVE, and le_s::TU.

Referenced by CL_ActorDoorAction_f(), CL_ActorMaximumMove(), CL_ActorStandCrouch_f(), CL_ActorStartMove(), CL_ActorStateChange(), CL_ActorTraceMove(), CL_ActorTurnMouse(), CL_AddPathingBox(), CL_AddTargetingBox(), HUD_CheckFiremodeReservation(), HUD_DisplayFiremodeEntry(), HUD_FireWeapon_f(), HUD_PopupFiremodeReservation(), HUD_RefreshButtons(), HUD_ShotReserve_f(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorFireMode(), HUD_UpdateActorMove(), HUD_UsableReactionTUs(), and HUD_WeaponCanBeReloaded().

qboolean CL_AddActor ( le_t le,
entity_t ent 
)

Adds an actor to the render entities with all it's models and items.

Parameters:
[in] le The local entity to get the values from
[in] ent The body entity used in the renderer
See also:
CL_AddUGV
LE_AddToScene
CL_ActorAppear
Note:
Called via addfunc for each local entity in every frame

Add actor special effects. Only draw blood if the actor is dead or (if stunned) was damaged more than half its maximum HPs.

Todo:
Better value for this?

Definition at line 1408 of file cl_actor.c.

References le_s::alpha, cl, CL_AddActorWeapon(), CL_ParticleSpawn(), cls, Com_Error(), teamDef_s::deathTextureName, ERR_DROP, le_s::HP, cvar_s::integer, it_effect, LE_IsDead, LE_IsStunned, le_s::left, le_s::maxHP, le_s::model2, client_static_s::modelPool, le_s::origin, le_s::pnum, qfalse, qtrue, R_AddEntity(), R_FindImage(), R_GetFreeEntity(), RF_ACTOR, RF_ALLIED, RF_BLOOD, RF_IRGOGGLES, RF_MEMBER, RF_SELECTED, RF_SHADOW, le_s::right, le_s::selected, le_s::skinnum, client_static_s::team, le_s::team, and le_s::teamDef.

Referenced by CL_ActorAppear().

void CL_AddPathing ( void   ) 

Adds a pathing marker to the current floor when we render the world.

See also:
CL_ViewRender Draws the tracer (red, yellow, green box) on the grid

Definition at line 1974 of file cl_actor.c.

References CL_AddPathingBox(), cl_worldlevel, cvar_s::integer, mousePos, PATHFINDING_WIDTH, and pos.

Referenced by CL_ViewRender().

void CL_AddTargeting ( void   ) 
qboolean CL_AddUGV ( le_t le,
entity_t ent 
)

Adds an UGV to the render entities.

Parameters:
[in] le The local entity the UGV should be created from
[in] ent 
See also:
CL_AddActor

Todo:

Definition at line 37 of file cl_ugv.c.

Referenced by CL_ActorAppear().

void CL_DisplayFloorArrows ( void   ) 

Useful for debugging pathfinding.

Definition at line 2025 of file cl_actor.c.

References ACTOR_GET_FIELDSIZE, cl, CL_AddArrow(), Grid_PosToVec(), QUANT, dbuffer::start, truePos, and VectorCopy.

Referenced by CL_ViewRender().

void CL_DisplayObstructionArrows ( void   ) 

Useful for debugging pathfinding.

Definition at line 2039 of file cl_actor.c.

References ACTOR_GET_FIELDSIZE, cl, CL_AddArrow(), Grid_PosToVec(), dbuffer::start, truePos, and VectorCopy.

Referenced by CL_ViewRender().

void CL_NextRound_f ( void   ) 

Referenced by CL_ServerEventsInit().

void CL_ResetMouseLastPos ( void   ) 
void MSG_Write_PA ( player_action_t  playerAction,
int  entnum,
  ... 
)

Writes player action with its data.

Parameters:
[in] playerAction Type of action.
[in] entnum The server side edict number of the actor

Definition at line 73 of file cl_actor.c.

References clc_action, cls, NET_vWriteFormat(), NET_WriteFormat(), NET_WriteMsg(), client_static_s::netStream, new_dbuffer(), and pa_format.

Referenced by CL_ActorInvMove(), CL_ActorReserveTUs(), CL_ActorShoot(), CL_ActorStandCrouch_f(), CL_ActorStartMove(), CL_ActorTurnMouse(), CL_ActorUseDoor(), HUD_ToggleReaction_f(), and HUD_UpdateReactionFiremodes().


Variable Documentation

The cell at the current worldlevel under the mouse cursor.

Definition at line 52 of file cl_actor.c.

Referenced by CL_ActorMouseTrace(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), and HUD_MapDebugCursor().


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