e_event_actorshoot.c File Reference

#include "../../../../client.h"
#include "../../../cl_localentity.h"
#include "../../../cl_actor.h"
#include "../../../cl_particle.h"
#include "../../../../renderer/r_mesh.h"
#include "../../../../renderer/r_mesh_anim.h"
#include "e_event_actorshoot.h"
Include dependency graph for e_event_actorshoot.c:

Go to the source code of this file.

Functions

int CL_ActorDoShootTime (const eventRegister_t *self, struct dbuffer *msg, const int dt)
static void CL_ActorGetMuzzle (const le_t *actor, vec3_t muzzle, shoot_types_t shootType)
 Calculates the muzzle for the current weapon the actor is shooting with.
void CL_ActorDoShoot (const eventRegister_t *self, struct dbuffer *msg)
 Shoot with weapon.

Detailed Description

Definition in file e_event_actorshoot.c.


Function Documentation

void CL_ActorDoShoot ( const eventRegister_t self,
struct dbuffer msg 
)
int CL_ActorDoShootTime ( const eventRegister_t self,
struct dbuffer msg,
const int  dt 
)
static void CL_ActorGetMuzzle ( const le_t actor,
vec3_t  muzzle,
shoot_types_t  shootType 
) [static]

Calculates the muzzle for the current weapon the actor is shooting with.

Parameters:
[in] actor The actor that is shooting. Might not be NULL
[out] muzzle The muzzle vector to spawn the particle at. Might not be NULL. This is not modified if there is no tag for the muzzle found for the weapon or item the actor has in the hand (also see the given shoot type)
[in] shootType The shoot type to determine which tag of the actor should be used to resolve the world coordinates. Also used to determine which item (or better which hand) should be used to resolve the actor's item.

Definition at line 90 of file e_event_actorshoot.c.

References le_s::angles, cls, Com_Error(), ERR_DROP, GLMatrixAssemble(), GLMatrixMultiply(), objDef_s::id, objDef_s::idx, IS_SHOT_RIGHT, invList_s::item, LEFT, le_s::model1, client_static_s::modelPool, model_s::name, le_s::origin, R_GetTagMatrix(), RIGHT, and item_s::t.

Referenced by CL_ActorDoShoot().


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