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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_t * | CL_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_t * | selActor |
pos3_t | truePos |
pos3_t | mousePos |
Definition in file cl_actor.h.
#define ACTOR_GET_FIELDSIZE | ( | actor | ) | ((actor != NULL) ? (actor)->fieldSize : ACTOR_SIZE_NORMAL) |
Definition at line 49 of file cl_actor.h.
Referenced by CL_ActorMouseTrace(), CL_AddPathingBox(), CL_AddTargetingBox(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), and HUD_MapDebugCursor().
#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().
enum walkType_t |
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.
void ACTOR_InitStartup | ( | void | ) |
Definition at line 2384 of file cl_actor.c.
References _, CL_ActorConfirmAction_f(), CL_ActorDoorAction_f(), CL_ActorEquipmentSelect_f(), CL_ActorNext_f(), CL_ActorSelect_f(), CL_ActorStandCrouch_f(), CL_ActorUpdate_f(), CL_ActorUseHeadgear_f(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), Cmd_AddCommand(), CVAR_ARCHIVE, Cvar_Get(), and CVAR_USERINFO.
Referenced by CL_InitLocal().
void CL_ActorActionMouse | ( | void | ) |
initiates action with mouse.
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.
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.
[in] | le | Pointer to actor for which we check an action. |
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 | ) |
Definition at line 360 of file cl_actor.c.
References cls, inventoryInterface_s::DestroyInventory, le_s::i, client_static_s::i, Mem_Free, and le_s::pathMap.
Referenced by CL_ActorRemoveFromTeamList(), and LE_Cleanup().
void CL_ActorConditionalMoveCalc | ( | le_t * | le | ) |
Recalculate forbidden list, available moves and actor's move length for the current selected actor.
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.
mode | The actor mode |
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.
[in] | le | The actor to search. |
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.
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 |
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.
[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 | |||
) |
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.
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.
[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.
[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.
[in,out] | le | The actor to reload the weapon for |
[in] | containerID | The container to reload |
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.
[in,out] | le | Pointer to local entity struct of the actor of your team |
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.
[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. |
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.
[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.
[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().
Selects an actor.
le | Pointer to local entity struct. If this is NULL the ui_inventory that is linked from the actors |
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
num | The index value from the list of actors |
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 | ) |
Selects an actor using the mouse.
Definition at line 1120 of file cl_actor.c.
References le_s::actorMode, CL_ActorMoveMouse(), CL_ActorSelect(), CL_ActorSetMode(), CL_ActorShoot(), cvar_s::integer, M_FIRE_L, M_FIRE_R, M_MOVE, M_PEND_FIRE_L, M_PEND_FIRE_R, M_PEND_MOVE, le_s::mousePendPos, mousePos, mouseSpace, MS_WORLD, le_s::selected, VectorCompare, and VectorCopy.
Referenced by CL_SelectDown_f().
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().
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 | |||
) |
Definition at line 766 of file cl_actor.c.
References le_s::actorMode.
Referenced by CL_ActorActionMouse(), CL_ActorMoveMouse(), CL_ActorSelectMouse(), CL_ActorStartMove(), CL_ActorUseHeadgear_f(), CL_AddTargeting(), HUD_FireWeapon_f(), and HUD_UpdateActorFireMode().
void CL_ActorSetRFMode | ( | character_t * | chr, | |
actorHands_t | hand, | |||
int | fireModeIndex, | |||
const objDef_t * | weapon | |||
) |
Sets reactionfire firemode for given actor.
[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.
[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().
Shoot with actor.
[in] | le | Who is shooting |
[in] | at | Position you are targeting to |
Definition at line 821 of file cl_actor.c.
References le_s::actorMode, CL_ActorCheckAction(), le_s::currentSelectedFiremode, le_s::entnum, IS_MODE_FIRE_HEADGEAR, IS_MODE_FIRE_LEFT, IS_MODE_FIRE_RIGHT, mousePosTargettingAlign, mouseSpace, MS_WORLD, MSG_Write_PA(), PA_SHOOT, ST_HEADGEAR, ST_LEFT, ST_RIGHT, and type.
Referenced by CL_ActorConfirmAction(), CL_ActorSelectMouse(), and CL_ActorUseHeadgear_f().
Starts moving actor.
[in] | le | |
[in] | to |
Definition at line 778 of file cl_actor.c.
References byte, CL_ActorCheckAction(), CL_ActorMaximumMove(), CL_ActorMoveLength(), CL_ActorSetMode(), CL_ActorUsableTUs(), le_s::entnum, M_MOVE, mouseSpace, MS_WORLD, MSG_Write_PA(), PA_MOVE, and ROUTING_NOT_REACHABLE.
Referenced by CL_ActorConfirmAction(), and CL_ActorMoveMouse().
void CL_ActorTargetAlign_f | ( | void | ) |
Targets to the ground when holding the assigned button.
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 | ) |
Turns the actor around without moving.
Definition at line 998 of file cl_actor.c.
References le_s::actorMode, AngleToDV, byte, CL_ActorActionMouse(), CL_ActorCheckAction(), CL_ActorFireModeActivated(), CL_ActorUsableTUs(), le_s::entnum, mousePos, mouseSpace, MS_WORLD, MSG_Write_PA(), PA_TURN, le_s::pos, todeg, TU_TURN, and VectorSubtract.
Referenced by CL_TurnDown_f().
int CL_ActorUsableTUs | ( | const le_t * | le | ) |
Returns the amount of usable (overall-reserved) TUs for an actor.
[in] | le | The actor to check. |
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().
Adds an actor to the render entities with all it's models and items.
[in] | le | The local entity to get the values from |
[in] | ent | The body entity used in the renderer |
Add actor special effects. Only draw blood if the actor is dead or (if stunned) was damaged more than half its maximum HPs.
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.
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 | ) |
Adds a target cursor when we render the world.
Definition at line 1863 of file cl_actor.c.
References le_s::actorMode, CL_ActorSetMode(), CL_ActorTraceMove(), CL_AddTargetingBox(), CL_TargetingGrenade(), CL_TargetingStraight(), cl_worldlevel, le_s::fd, le_s::fieldSize, fireDef_s::gravity, cvar_s::integer, M_FIRE_L, M_FIRE_R, M_MOVE, M_PEND_FIRE_L, M_PEND_FIRE_R, M_PEND_MOVE, le_s::mousePendPos, mousePos, mouseSpace, MS_WORLD, le_s::pos, qfalse, and qtrue.
Referenced by CL_ViewRender().
Adds an UGV to the render entities.
[in] | le | The local entity the UGV should be created from |
[in] | ent |
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.
[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().
The cell that an actor will move to when directed to move.
Definition at line 53 of file cl_actor.c.
Referenced by CL_ActorMouseTrace(), CL_ActorMoveMouse(), CL_ActorResetMoveLength(), CL_ActorSelectMouse(), CL_ActorTurnMouse(), CL_AddPathing(), CL_AddTargeting(), CL_GetHitProbability(), and HUD_MapDebugCursor().
Definition at line 51 of file cl_actor.c.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorRevitalised(), CL_DoEndRound(), CL_RecalcRouting(), HUD_CheckFiremodeReservation(), HUD_DisplayFiremodes_f(), HUD_FireWeapon_f(), HUD_LeftHandChangeListener(), HUD_PopupFiremodeReservation(), HUD_ReloadLeft_f(), HUD_ReloadRight_f(), HUD_RightHandChangeListener(), HUD_SelectReactionFiremode_f(), HUD_ShotReserve_f(), HUD_SwitchFiremodeList_f(), HUD_ToggleCrouchReservation_f(), HUD_ToggleReaction_f(), HUD_TUChangeListener(), HUD_Update(), HUD_UpdateCursor(), and UI_ContainerNodeDNDFinished().
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().