le_s Struct Reference

a local entity More...

#include <cl_localentity.h>

Collaboration diagram for le_s:
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Data Fields

qboolean inuse
qboolean removeNextFrame
qboolean invis
qboolean selected
entity_type_t type
int entnum
vec3_t origin
vec3_t oldOrigin
pos3_t pos
pos3_t oldPos
pos3_t newPos
int dir
int TU
int maxTU
int morale
int maxMorale
int HP
int maxHP
int STUN
int state
float angles [3]
float alpha
int team
int pnum
fireDefIndex_t currentSelectedFiremode
actorModes_t actorMode
pos3_t mousePendPos
byte actorMoveLength
 The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos).
struct le_sclientAction
int contents
vec3_t mins
vec3_t maxs
char inlineModelName [8]
int modelnum1
int modelnum2
int skinnum
model_tmodel1
model_tmodel2
void(* think )(struct le_s *le)
int thinkDelay
byte path [MAX_LE_PATHLENGTH]
int pathContents [MAX_LE_PATHLENGTH]
int positionContents
int pathLength
int pathPos
int startTime
int endTime
int speed [MAX_LE_PATHLENGTH]
float rotationSpeed
struct s_sample_ssample
float attenuation
float volume
animState_t as
const char * particleID
int levelflags
ptl_tptl
const char * ref1
const char * ref2
struct le_sref3
inventory_t i
int left
int right
int extension
int headgear
actorSizeEnum_t fieldSize
teamDef_tteamDef
int gender
const fireDef_tfd
pathing_tpathMap
qboolean(* addFunc )(struct le_s *le, entity_t *ent)
qboolean locked

Detailed Description

a local entity

Definition at line 49 of file cl_localentity.h.


Field Documentation

The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos).

See also:
CL_MoveLength

Definition at line 85 of file cl_localentity.h.

Referenced by CL_ActorResetMoveLength(), CL_AddTargetingBox(), HUD_UpdateActor(), and HUD_UpdateActorMove().

qboolean(* le_s::addFunc)(struct le_s *le, entity_t *ent)

is called before adding a le to scene

Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_AddEdict(), and LE_AddToScene().

float le_s::alpha

alpha color value for rendering

Definition at line 70 of file cl_localentity.h.

Referenced by CL_AddActor(), CL_AddUGV(), and LE_AddToScene().

float le_s::angles[3]

gfx holds things like the current active frame and so on

Definition at line 120 of file cl_localentity.h.

Referenced by CL_ActorDie(), CL_ActorDoShoot(), CL_ActorStartShoot(), HUD_UpdateActorCvar(), LE_AddToScene(), LE_Think(), LET_StartIdle(), and LET_StartPathMove().

attenuation value for local entity sounds

Definition at line 116 of file cl_localentity.h.

Referenced by LE_AddAmbientSound(), and S_Frame().

entity from server that is currently triggered and wait for client action

Definition at line 87 of file cl_localentity.h.

Referenced by CL_ActorDoorAction(), CL_ActorDoorAction_f(), CL_ActorResetClientAction(), and CL_ActorUseDoor().

content flags for this LE - used for tracing

Definition at line 89 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_ClipMoveToLEs(), CL_HullForEntity(), and LE_AddToScene().

int le_s::dir

the current dir the le is facing into. Beware, this can either be an index in the bytedirs array or an index for the angles array of the le

Definition at line 59 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorDoTurn(), CL_AddBrushModel(), LE_AddGrenade(), LE_AddProjectile(), LE_DoPathMove(), LET_BrushModel(), LET_Projectile(), and UI_RadarNodeDrawActor().

Definition at line 127 of file cl_localentity.h.

Referenced by CL_ActorRemoveFromTeamList(), CL_InvAdd(), and CL_InvDel().

See also:
nametypes_t

Definition at line 131 of file cl_localentity.h.

Referenced by CL_ActorAdd(), CL_ActorAppear(), and CL_ActorPlaySound().

item indices that the actor holds in his hands

Definition at line 127 of file cl_localentity.h.

Referenced by CL_ActorRemoveFromTeamList(), CL_InvAdd(), and CL_InvDel().

int le_s::HP

the levels this particle should be visible at

Definition at line 122 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), CL_ParticleAppear(), LE_AddAmbientSound(), and LE_AddToScene().

true if there is an event going on involving this le_t. Used to limit to one event per le_t struct at any time.

Definition at line 140 of file cl_localentity.h.

Referenced by LE_IsLocked(), LE_Lock(), and LE_Unlock().

morale value - used for soldier panic and the like

Definition at line 64 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().

time units

Definition at line 63 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().

pointers to the cl.model_draw array that holds the models for body and head - model1 is body, model2 is head

Definition at line 96 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddActor(), CL_AddUGV(), CL_ViewLoadMedia(), and HUD_UpdateAllActors().

the number of the body model in the cl.model_draw array

Definition at line 93 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_HullForEntity(), and CL_ViewLoadMedia().

the number of the head model in the cl.model_draw array

Definition at line 94 of file cl_localentity.h.

Referenced by CL_ActorAppear(), and CL_ViewLoadMedia().

for double-click movement and confirmations ...

Definition at line 79 of file cl_localentity.h.

Referenced by CL_ActorConfirmAction(), CL_ActorMoveMouse(), CL_ActorSelectMouse(), CL_AddTargeting(), and CL_GetHitProbability().

position on the grid

Definition at line 58 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), and LE_DoEndPathMove().

position given via world coordinates

Definition at line 57 of file cl_localentity.h.

Definition at line 58 of file cl_localentity.h.

Referenced by LE_DoPathMove(), and LET_PathMove().

const char* le_s::particleID

Definition at line 121 of file cl_localentity.h.

Referenced by CL_ParticleAppear().

byte le_s::path[MAX_LE_PATHLENGTH]

various think function vars

Definition at line 106 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), CL_ActorDoMoveTime(), and LE_DoPathMove().

int le_s::pathContents[MAX_LE_PATHLENGTH]

content flags of the brushes the actor is walking in

Definition at line 107 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), LE_DoPathMove(), and LE_PlayFootStepSound().

This is where the data for TUS used to move and actor locations go - only available for human controlled actors

Definition at line 134 of file cl_localentity.h.

Referenced by CL_ActorAddToTeamList(), CL_ActorCleanup(), CL_ActorConditionalMoveCalc(), CL_ActorMaximumMove(), CL_ActorMoveLength(), CL_ActorTraceMove(), CL_AddPathingBox(), and HUD_MapDebugCursor().

the player number this local entity belongs to

Definition at line 73 of file cl_localentity.h.

Referenced by CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorConfirmAction(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), and LET_StartPathMove().

content flags for the current brush the actor is standing in

Definition at line 108 of file cl_localentity.h.

Referenced by LE_DoPathMove(), and LE_PlaySoundFileForContents().

particle pointer to display

Definition at line 123 of file cl_localentity.h.

Referenced by CL_EntPerish(), CL_ParticleAppear(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().

const char* le_s::ref1

Definition at line 124 of file cl_localentity.h.

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

const char * le_s::ref2

Definition at line 124 of file cl_localentity.h.

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

struct le_s* le_s::ref3

Definition at line 125 of file cl_localentity.h.

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

will set the inuse value to false in the next frame

Definition at line 51 of file cl_localentity.h.

Referenced by CL_InvAdd(), LE_AddToScene(), and LE_PlaceItem().

Definition at line 112 of file cl_localentity.h.

Referenced by CL_AddBrushModel(), and LET_BrushModel().

sound effects

Definition at line 115 of file cl_localentity.h.

Referenced by LE_AddAmbientSound(), and S_Frame().

the skin number of the body and head model

Definition at line 95 of file cl_localentity.h.

Referenced by CL_ActorAppear(), CL_AddActor(), CL_AddUGV(), and LE_AddToScene().

int le_s::speed[MAX_LE_PATHLENGTH]

the speed the le is moving with

Definition at line 111 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), LE_DoPathMove(), and LET_BrushModel().

Definition at line 110 of file cl_localentity.h.

Referenced by CL_ActorDoMove(), LE_DoPathMove(), and LET_PathMove().

if stunned - state STATE_STUN

Definition at line 66 of file cl_localentity.h.

Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().

void(* le_s::think)(struct le_s *le)

is called every frame

Referenced by LE_ExecuteThink(), and LE_SetThink().

number of frames to skip the think function for

Definition at line 103 of file cl_localentity.h.

Referenced by LET_BrushModel().

int le_s::TU
float le_s::volume

loop sound volume - 0.0f-1.0f

Definition at line 117 of file cl_localentity.h.

Referenced by LE_AddAmbientSound(), and S_Frame().


The documentation for this struct was generated from the following file:

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