e_event_actorrevitalised.c File Reference

#include "../../../../client.h"
#include "../../../cl_actor.h"
#include "../../../cl_hud.h"
#include "../../../../renderer/r_mesh_anim.h"
#include "e_event_actorrevitalised.h"
Include dependency graph for e_event_actorrevitalised.c:

Go to the source code of this file.

Functions

void CL_ActorRevitalised (const eventRegister_t *self, struct dbuffer *msg)
 Kills an actor (all that is needed is the local entity state set to STATE_DEAD).

Detailed Description

Definition in file e_event_actorrevitalised.c.


Function Documentation

void CL_ActorRevitalised ( const eventRegister_t self,
struct dbuffer msg 
)

Kills an actor (all that is needed is the local entity state set to STATE_DEAD).

Note:
Also changes the animation to a random death sequence and appends the dead animation
Parameters:
[in] msg The netchannel message
[in] self Pointer to the event structure that is currently executed

Definition at line 37 of file e_event_actorrevitalised.c.

References _, CL_ActorAddToTeamList(), CL_ActorConditionalMoveCalc(), CL_ActorGetChr(), cls, Com_Error(), Com_sprintf(), ERR_DROP, ET_ITEM, FLOOR, HUD_DisplayMessage(), LE_Find(), LE_Get(), LE_IsLivingActor(), LE_IsStunned, LE_Lock(), LE_NotFoundError, LE_SetThink(), LE_Unlock(), lengthof, LET_StartIdle(), le_s::maxs, character_s::name, NET_ReadFormat(), player_maxs, le_s::pos, selActor, le_s::state, client_static_s::team, le_s::team, TEAM_ALIEN, TEAM_CIVILIAN, TEAM_PHALANX, va(), and VectorCopy.


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