#include "../../../../client.h"
#include "../../../cl_actor.h"
#include "../../../cl_hud.h"
#include "../../../../renderer/r_mesh_anim.h"
#include "e_event_actordie.h"
Go to the source code of this file.
Functions | |
void | CL_ActorDie (const eventRegister_t *self, struct dbuffer *msg) |
Kills an actor (all that is needed is the local entity state set to STATE_DEAD). |
Definition in file e_event_actordie.c.
void CL_ActorDie | ( | const eventRegister_t * | self, | |
struct dbuffer * | msg | |||
) |
Kills an actor (all that is needed is the local entity state set to STATE_DEAD).
[in] | msg | The netchannel message |
[in] | self | Pointer to the event structure that is currently executed |
Definition at line 37 of file e_event_actordie.c.
References _, le_s::as, cl, CL_ActorConditionalMoveCalc(), CL_ActorGetChr(), CL_ActorPlaySound(), CL_ActorRemoveFromTeamList(), cls, Com_Error(), Com_sprintf(), ERR_DROP, FLOOR, HUD_DisplayMessage(), le_s::invis, LE_Get(), LE_GetAnimationIndexForDeath, LE_IsDead, LE_IsLivingActor(), LE_IsStunned, LE_Lock(), LE_NotFoundError, LE_SetThink(), LE_Unlock(), lengthof, le_s::maxs, le_s::model1, character_s::name, NET_ReadFormat(), player_dead_maxs, R_AnimAppend(), R_AnimChange(), selActor, SND_DEATH, le_s::state, client_static_s::team, le_s::team, TEAM_ALIEN, TEAM_CIVILIAN, TEAM_PHALANX, le_s::type, va(), and VectorCopy.