a local entity More...
#include <cl_localentity.h>
a local entity
Definition at line 49 of file cl_localentity.h.
current selected action for this actor
Definition at line 77 of file cl_localentity.h.
Referenced by CL_ActorActionMouse(), CL_ActorConfirmAction(), CL_ActorMoveMouse(), CL_ActorSelectMouse(), CL_ActorSetMode(), CL_ActorShoot(), CL_ActorTargetAlign_f(), CL_ActorTurnMouse(), CL_AddTargeting(), CL_GetHitProbability(), HUD_UpdateActor(), and HUD_UpdateActorFireMode().
The TUs that the current selected actor needs to walk to the current grid position marked by the mouse cursor (mousePos).
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] |
rotation angle, for actors only the YAW is used
Definition at line 69 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoTurn(), CL_ActorGetMuzzle(), CL_AddBrushModel(), CL_DoorClose(), CL_DoorOpen(), CL_HullForEntity(), LE_AddToScene(), LE_BrushModelAction(), LE_DoPathMove(), LE_PlaceItem(), and LET_BrushModel().
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().
float le_s::attenuation |
attenuation value for local entity sounds
Definition at line 116 of file cl_localentity.h.
Referenced by LE_AddAmbientSound(), and S_Frame().
struct le_s* le_s::clientAction |
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().
int le_s::contents |
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().
Definition at line 75 of file cl_localentity.h.
Referenced by CL_ActorShoot(), CL_ActorUseHeadgear_f(), HUD_FireWeapon_f(), and HUD_UpdateActorFireMode().
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().
int le_s::endTime |
Definition at line 110 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), LE_AddGrenade(), LE_AddProjectile(), LE_DoPathMove(), LET_PathMove(), and LET_Projectile().
int le_s::entnum |
the server side edict num this le belongs to
Definition at line 55 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), CL_ActorDoorAction_f(), CL_ActorInvMove(), CL_ActorReserveTUs(), CL_ActorShoot(), CL_ActorStandCrouch_f(), CL_ActorStartMove(), CL_ActorTurnMouse(), CL_ActorUseDoor(), HUD_ToggleReaction_f(), HUD_UpdateReactionFiremodes(), LE_Add(), LE_ExecuteThink(), LE_Get(), LE_Lock(), LE_SetThink(), LE_Unlock(), and LET_StartPathMove().
int le_s::extension |
Definition at line 127 of file cl_localentity.h.
Referenced by CL_ActorRemoveFromTeamList(), CL_InvAdd(), and CL_InvDel().
in case this is a projectile or an actor
Definition at line 132 of file cl_localentity.h.
Referenced by CL_ActorSetFireDef(), CL_ActorTargetAlign_f(), CL_AddTargeting(), CL_GetHitProbability(), CL_TargetingGrenade(), CL_TargetingStraight(), HUD_UpdateActorFireMode(), LE_AddGrenade(), LE_AddProjectile(), and LET_Projectile().
ACTOR_SIZE_*
Definition at line 128 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorSearchAtGridPos(), CL_ActorTraceMove(), CL_AddTargeting(), CL_AddTargetingBox(), CL_BuildForbiddenList(), CL_EntAppear(), CL_TargetingGrenade(), CL_TargetingStraight(), LE_ActorGetStepTime(), LE_Add(), LE_AddToScene(), LE_PlaceItem(), and LET_PathMove().
int le_s::gender |
nametypes_t
Definition at line 131 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), and CL_ActorPlaySound().
int le_s::headgear |
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 |
Definition at line 65 of file cl_localentity.h.
Referenced by CL_ActorStats(), CL_AddActor(), CL_GetHitProbability(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().
Definition at line 126 of file cl_localentity.h.
Referenced by CL_ActorCleanup(), CL_ActorReload(), CL_ActorRemoveFromTeamList(), CL_ActorSelect(), CL_EntPerish(), CL_InvAdd(), CL_InvAmmo(), CL_InvDel(), CL_InvReload(), HUD_CalcReloadTime(), and LE_Cleanup().
char le_s::inlineModelName[8] |
for bmodels
Definition at line 92 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), CL_CompleteRecalcRouting(), CL_DoorClose(), CL_DoorOpen(), CL_RecalcRouting(), and LE_GenerateInlineModelList().
Definition at line 50 of file cl_localentity.h.
Referenced by CL_ActorSelect(), CL_ActorSelectNext(), CL_AddEdict(), CL_EntAppear(), CL_EntDestroy(), CL_Explode(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), LE_Add(), LE_AddGrenade(), LE_AddProjectile(), LE_AddToScene(), LE_Cleanup(), LE_ExecuteThink(), LE_GetNextInUse(), and LET_Projectile().
Definition at line 52 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorDie(), CL_BuildForbiddenList(), CL_EntAppear(), CL_EntPerish(), CL_ParticleAppear(), LE_AddAmbientSound(), LE_AddGrenade(), LE_AddProjectile(), LE_AddToScene(), LE_IsLivingAndVisibleActor(), and UI_RadarNodeDraw().
int le_s::left |
Definition at line 127 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoShoot(), CL_ActorRemoveFromTeamList(), CL_ActorStartShoot(), CL_AddActor(), CL_AddUGV(), CL_InvAdd(), CL_InvDel(), LET_StartIdle(), and LET_StartPathMove().
int le_s::levelflags |
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().
int le_s::maxHP |
health points
Definition at line 65 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorStats(), CL_AddActor(), CL_GetHitProbability(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().
int le_s::maxMorale |
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().
Definition at line 90 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorRevitalised(), CL_ActorStateChange(), CL_AddBrushModel(), CL_AddEdict(), CL_AddEdictFunc(), CL_HullForEntity(), LE_BrushModelAction(), and LE_FindRadius().
int le_s::maxTU |
time units
Definition at line 63 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorStats(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().
Definition at line 90 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_AddBrushModel(), CL_AddEdict(), CL_AddEdictFunc(), CL_HullForEntity(), LE_BrushModelAction(), and LE_FindRadius().
Definition at line 96 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDie(), CL_ActorDoShoot(), CL_ActorGetMuzzle(), CL_ActorStartShoot(), CL_AddBrushModel(), CL_CompleteRecalcRouting(), CL_RecalcRouting(), CL_ViewLoadMedia(), HUD_UpdateActorCvar(), LE_AddToScene(), LE_GenerateInlineModelList(), LE_PlaceItem(), LE_Think(), LET_StartIdle(), and LET_StartPathMove().
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().
int le_s::modelnum1 |
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().
int le_s::modelnum2 |
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().
int le_s::morale |
Definition at line 64 of file cl_localentity.h.
Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), HUD_UpdateActorMove(), and HUD_UpdateAllActors().
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().
Definition at line 57 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorGetMuzzle(), CL_ActorPlaySound(), CL_ActorVis(), CL_AddActor(), CL_AddBrushModel(), CL_AddEdictFunc(), CL_ClipMoveToLEs(), CL_DoorClose(), CL_DoorOpen(), CL_DrawLineOfSight(), CL_EntAppear(), CL_GetHitProbability(), CL_InvReload(), CL_NextAlienVisibleFromActor_f(), CL_ParticleAppear(), LE_AddAmbientSound(), LE_AddProjectile(), LE_AddToScene(), LE_BrushModelAction(), LE_CenterView(), LE_FindRadius(), LE_PlaceItem(), LE_PlaySoundFileForContents(), LET_PathMove(), LET_Projectile(), S_Frame(), and UI_RadarNodeDraw().
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().
int le_s::pathLength |
Definition at line 109 of file cl_localentity.h.
Referenced by CL_ActorCheckAction(), CL_ActorDoMove(), CL_ActorDoMoveTime(), LE_DoEndPathMove(), LET_PathMove(), and LET_StartIdle().
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().
int le_s::pathPos |
Definition at line 109 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), CL_ActorDoMoveTime(), LE_DoEndPathMove(), LE_DoPathMove(), LE_PlayFootStepSound(), LET_PathMove(), and LET_StartIdle().
int le_s::pnum |
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().
Definition at line 58 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorConditionalMoveCalc(), CL_ActorRevitalised(), CL_ActorSearchAtGridPos(), CL_ActorSelectList(), CL_ActorTurnMouse(), CL_ActorUseHeadgear_f(), CL_AddTargeting(), CL_BuildForbiddenList(), CL_EntAppear(), CL_EntPerish(), CL_GetEventTime(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_StartGame(), LE_AddToScene(), LE_CenterView(), LE_DoEndPathMove(), LE_DoPathMove(), LE_Find(), LE_GetFromPos(), LE_PlaceItem(), LE_PlayFootStepSound(), LE_PlaySoundFileAndParticleForSurface(), LET_PathMove(), UI_RadarNodeDraw(), and UI_RadarNodeGetActorColor().
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().
int le_s::right |
Definition at line 127 of file cl_localentity.h.
Referenced by CL_ActorAppear(), CL_ActorDoShoot(), CL_ActorRemoveFromTeamList(), CL_ActorStartShoot(), CL_AddActor(), CL_AddUGV(), CL_InvAdd(), CL_InvDel(), LET_StartIdle(), and LET_StartPathMove().
float le_s::rotationSpeed |
Definition at line 112 of file cl_localentity.h.
Referenced by CL_AddBrushModel(), and LET_BrushModel().
struct s_sample_s* le_s::sample |
sound effects
Definition at line 115 of file cl_localentity.h.
Referenced by LE_AddAmbientSound(), and S_Frame().
used for actors - for the current selected actor this is true
Definition at line 53 of file cl_localentity.h.
Referenced by CL_ActorConditionalMoveCalc(), CL_ActorRemoveFromTeamList(), CL_ActorSelect(), CL_ActorSelectMouse(), CL_ActorSelectNext(), CL_ActorStats(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_GetHitProbability(), HUD_DisplayImpossibleReaction(), HUD_DisplayPossibleReaction(), and UI_RadarNodeDrawActor().
int le_s::skinnum |
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().
int le_s::startTime |
Definition at line 110 of file cl_localentity.h.
Referenced by CL_ActorDoMove(), LE_DoPathMove(), and LET_PathMove().
int le_s::state |
rf states, dead, crouched and so on
Definition at line 67 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorDie(), CL_ActorDoShoot(), CL_ActorGetChr(), CL_ActorReservedTUs(), CL_ActorRevitalised(), CL_ActorStartShoot(), CL_ActorStateChange(), HUD_DisplayImpossibleReaction(), HUD_DisplayPossibleReaction(), HUD_RefreshButtons(), HUD_ToggleReaction_f(), HUD_UpdateCursor(), HUD_UsableReactionTUs(), LE_PlaySoundFileForContents(), LET_Projectile(), LET_StartIdle(), and LET_StartPathMove().
int le_s::STUN |
if stunned - state STATE_STUN
Definition at line 66 of file cl_localentity.h.
Referenced by CL_ActorStats(), HUD_UpdateActorCvar(), and HUD_UpdateAllActors().
int le_s::team |
the team number this local entity belongs to
Definition at line 72 of file cl_localentity.h.
Referenced by AII_CollectingItems(), CL_ActorAdd(), CL_ActorAddToTeamList(), CL_ActorAppear(), CL_ActorConfirmAction(), CL_ActorConfirmAction_f(), CL_ActorDie(), CL_ActorDoMove(), CL_ActorRevitalised(), CL_ActorSelect(), CL_AddActor(), CL_AddTargetingBox(), CL_AddUGV(), CL_EntPerish(), CL_InvAmmo(), CL_InvReload(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_TargetingStraight(), LE_DoEndPathMove(), LET_StartPathMove(), and UI_RadarNodeGetActorColor().
Definition at line 130 of file cl_localentity.h.
Referenced by AL_CollectingAliens(), CL_ActorAdd(), CL_ActorAppear(), CL_ActorPlaySound(), CL_AddActor(), CL_AddTargetingBox(), and LE_ActorBodyHit().
void(* le_s::think)(struct le_s *le) |
is called every frame
Referenced by LE_ExecuteThink(), and LE_SetThink().
int le_s::thinkDelay |
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 |
Definition at line 63 of file cl_localentity.h.
Referenced by CL_ActorStats(), CL_ActorUsableTUs(), HUD_CheckReload(), HUD_UpdateActor(), HUD_UpdateActorCvar(), HUD_UpdateActorMove(), and HUD_UpdateAllActors().
the local entity type
Definition at line 54 of file cl_localentity.h.
Referenced by CL_ActorAdd(), CL_ActorAppear(), CL_ActorDie(), CL_ActorDoMove(), CL_ActorDoShoot(), CL_ActorDoTurn(), CL_ActorStartShoot(), CL_ActorStateChange(), CL_ActorStats(), CL_AddBrushModel(), CL_AddEdict(), CL_BuildForbiddenList(), CL_EntAppear(), CL_EntPerish(), CL_HullForEntity(), CL_InvAdd(), CL_InvDel(), LE_AddAmbientSound(), LE_BrushModelAction(), LE_Find(), LE_FindRadius(), LE_IsActor(), LE_IsLivingAndVisibleActor(), LE_IsOriginBrush(), LE_PlaceItem(), LET_BrushModel(), LET_StartIdle(), S_Frame(), and UI_RadarNodeDraw().
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().